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1 Create-a-Future: Writing a Science Fiction Story 
Used: Acceptable 
Very good condition. 1984 printing. Name inside front cover. Light browning to pages with a few stray pen marks. Stain on back cover.  
Price: 2.99 USD
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2 Forgotten Realms Summer Sneak Preview 
Used: Acceptable 
Includes chapters from Death of the Dragon by Ed Greenwood, Downfall by Jean Rabe, The Halls of Stormweather, The Scorpion by Stephen Sullivan, and In Hollow Houses by Gary Braunbeck.  
Price: 1.99 USD
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3 God's First Love: Christians and Jews Over 2000 Years 
Used: Acceptable 
Brand new unread copy. What responsibility do the Christian churches bear for the mass murder of Jews over the past fifteen centuries? In God's First Love, Friedrich Heer raises the quesetion of the positive guilt of Christianity in fostering anti-Semitism throughout its history. He shows that the concepts of Jew-hating and Jew-killing were based on Christian theology, taught by the most eminent fathers of the church, and how the writings of St. John and St. Paul, St. Augustine and Martin Luther, have all been used as the basis of anti-Semitic theory down to the time of Pope John XXIII. This book of deep historical thought presents a challenge to all Christians, Catholic and Protestant, to works towards a true reconciliation with the essential Jewish origins of their faith.  
Price: 15.00 USD
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4 Heer, Friedrich: Holy Roman Empire 
Used: Acceptable 
Brand new unread copy. The Holy Roman Empire survived for over a thousand years, and its history was intricately woven with that of Europe as a whole. Finally demolished by Napoleon and the French Revolution, the ghosts of the Old Empire haunt twentieth-century Europe in the guise of institutions and ideals, as well as political divisions and factional struggles. Starting with the coronation of Charlemagne in Rome on Christmas Day 800, and ending with the illegal suspension of the Empire by Francis II in 1806, Friedrich Heer recognizes and demonstrates the basic unity of European history. Working within an ambitious but comprehensive chronological framework, Heer examines themes central to the development of Europe -- the status of the Emperor and the meaning of kingship and leadership; the structure of the Empire, which was a federation, never an absolutist state; the internal conflicts within the imperial system, and the rivalry between empires to the west and east; the ever-shifting centres of gravity and power; the large measure of political and religious toleration, and the ever-present ideal of a united Europe.  
Price: 12.95 USD
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5 Rubaiyat of Omar Khayyam 
Used: Acceptable 
Edward FitzGerald's Victorian translation of the Eastern classic. Omar Khayyam, eleventh century philosopher, mathematician, astronomer, and poet, explored the most profound aspects of human experience in his rubaiyat, or four-lined verses. Here, the nineteenth century poet Edward FitzGerald brings these verses into English, giving them his own unique Victorian voice.  
Price: 1.95 USD
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6 Wilderness and Wastelands (D20 Generic System) 
White Wolf Publishing 2002-06-17 1588461211 Paperback Used: Very Good Paperback 
Previous owner's name in pen inside front cover. Whitening on cover edges. Crisp, clean pages.

Danger All Around

The threats adventurers face go far beyond the creatures that lie in wait for them -- the very terrain through which they travel can be a danger. Wilderness & Wasteland contains new hazards, diseases, plants and poisons, as well as rules and guidelines for making the terrain your adventurers pass through more than just backdrop. Includes five encounters designed to take advantage of the new rules presented rein, with information on scaling them up or down depending on the power level of your adventuring party.

 
Price: 1.90 USD
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7 Warhammer Fantasy Roleplay: Signs of Faith 
Fantasy Flight Pub Inc 2010-11-16 1589947037 Book New Book 
Brand new unopened copy in original shrinkwrap.

Religion is an important part of the culture of the Old World, perhaps nowhere moreso than within the Empire. Humans pray to their many gods for favour, and devout priests turn the tide of battle with their blessings. Yet the Empire rots from within, for Nurgle, the great Lord of Decay, sends his poxes and plagues to afflict the realms of mankind.

Signs of Faith is an invaluable religious resource for Warhammer Fantasy Roleplay. It provides important background and setting information on the Empire Cults, new rules for priests, dozens of new blessings across all nine major Empire faiths, and more suggestions and guidance for playing priest characters.

For the GM, Signs of Faith introduces the Ruinous Power Nurgle, his daemonic minions, and insights into the Plaguefather's pestilent schemes. New rules for disease expose the characters to greater afflictions and dangers during their adventures. Finally, Signs of Faith features a complete adventure for GMs to test their players' mettle and resolve in the face of a startling proclamation.

The signs of faith are everywhere, for those who know where to look.

Game contents:

  • 1 Religion Sourcebook
  • 1 Nurgle Sourcebook
  • 96 action cards
  • 6 condition cards
  • 4 item cards
  • 7 location cards
  • 11 talent cards
  • 10 new careers
  • 25 disease cards
  • 6 mutation cards
  • 3 Mark of Nurgle cards
  • 42 NPC and enemy standups
  • 24 stacking tokens
  • 3 GM handouts
  • 2 party sheets
 
Price: 33.29 USD
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8 Torg: The Gaunt Man Returns 
D6legend 1992-12 0874313481 Paperback Used: Good Paperback 
Price tag on front cover. Whitening on cover edges, heavier top and bottom of spine. Pages browning, otherwise clean. No remainder mark.

The Near Now. Two years ago, a band of intrepid Storm Knights trapped the Gaunt Man within a powerful reality storm. Now the master of the horror realm of Orrorsh, the most powerful High Lord of all, is back!

The Gaunt Man has returned in time to learn that a renegade Hellion Court member is planning to destroy a major city in a bid for supreme occult power. But the Lord of Fear knows the perfect people to stop his rebellious servant -- Storm Knights. Thus is hatched a diabolical scheme to test the powers of his greatest foes, with the stakes of three million human lives. The Knights must survive a fear-fraught journey through Illmound Keep and solve a terrifying mystery in the Nile Empire, before confronting a maddened Nightmare in final battle.

Also included in this super-adventure is new source material on the realm of Orrorsh, including maps of Illmound Keep, spells, occult items, miracles, and stats on Hellion Court members.

The Gaunt Man Returns is a super-adventure for Torg: Roleplaying the Possibility Wars. You need the boxed game and the Orrorsh sourcebook to play. This adventure is recommended for veteran player characters.While the material in this book is set in Torg's Earth, many of the situations and adventure ideas can be incorporated into other game systems.

 
Price: 10.43 USD
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9 Body in the Library [Paperback] by Christie, Agatha Agatha Christie
Pocket Books 1984-02 0671900846 Paperback Used: Acceptable Paperback 
Pocket paperback printing, 1976. Original ISBN 0671810154. Stains on front and back cover. Heavy whitening on front cover, light whitening on cover edges. Pages yellowing, but otherwise tight and clea 
Price: 1.60 USD
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10 Dragon Magazine #226 Dungeon Mastering Anthony J. Bryant
TSR Inc 1996-02 0786905557 Magazine Used: Very Good Magazine 
Heavy whitening on back cover. Light whitening on cover edges. Pages browning, but otherwise clean. 1996 TSR product schedule still attached.

The February 1996 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore: Monsoons and the Power of Om," by Michael A. Selinker, pp. 42-47. These powerful new wizard and priest spells come from the Indian subcontinent.
  • "Bazaar of the Bizarre: Magical Scabbards and Sheaths," by David Howery, pp. 62-64. Sometimes it's not the sword that's magical...
  • "Campaign Classics: The Magical Sands of Zakhara," pp. 80-83. Al-Qadim. When your world is surrounded by sand, that becomes the tool you use. These wondrous sands were once the exclusive possessions of sha'irs.
  • "Dot to Dot," pp. 36-40. They may all look alike on the map, but not all cities are identical. Don't make all your towns clones of each other.
  • "Game Wizards: The Ultimate Dungeon Master's Aid," by William W. Connors, pp. 49-51. At long last! The AD&D game core reference books (and more!) are on CD-ROM. An introduction to the Core Rules Volume 1.
  • "Improve with Improv," pp. 28-34. Improvisational skills are not just for musicians. Good DMs need to be able to make rulings and come up with game elements on the fly.
  • "The Magic Goes Away," pp. 8-15. What's the secret to game balance? Could it be limiting the number and power of users of magic?
  • "Miniature Player Character Record Sheets," pp. 68-72.
  • "Off-the-Cuff NPCs," pp. 22-26. The key to an enjoyable gaming experience is memorable NPCs, and now you can create a few in no more time than it takes to read this blurb.
  • "Powers from the Past," pp. 52-58. Sometimes it's the things that people do that make their objects magical.
  • "Rogue's Gallery: Theahtyn," p. 77. Meet Theahtyn, a powerful dwarven fighter. Just when his life was calming down, tragedy struck. Now he is coming out of retirement, and he has a mission.
  • "Rome May Not Have Been Built in a Day, But...," pp. 17-20. Your campaign world can be. This simple step-by-step walkthrough shows you how to make one in just a few hours.
 
Price: 0.43 USD
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11 Spectre of Sorrows (Dragonlance) Banks, Cam
Sovereign Press 2005-08-01 1931567166 Paperback New Paperback 
Brand new unread copy. No remainder mark.

A New Kind of Ghost Story...

A group of scarred survivors race to escape the horrors of the Desolation. Bearing ancient magic and a terrible secret, they are the target of powerful enemies -- including tireless agents of Chemosh and a distant, enigmatic threat. With luck, determination, and skill, they will strive to uncover the connection between their quest and the spectral visitations of a long-dead elven enchantress.

Spectre of Sorrows is a Dragonlance adventure for the d20 System set in the Age of Mortals. It can be played as a sequel to Key of Destiny, or become the launch-point of a new campaign. The adventure is designed for characters of 8th level and requires the use of the Dragonlance Campaign Setting and d20 System core rulebooks from Wizards of the Coast.

The adventure contained within these pages will take the heroes across the lands of Ansalon and even below the sea. Locations both familiar and new are detailed, as well as new creatures and new magical items.

Spectre of Sorrows ia the second in a trilogy of epic Dragonlance adventures published by Sovereign Press, Inc.

 
Price: 6.62 USD
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12 Orion [Mass Market Paperback] by Bova, Ben Ben Bova
Tor Books 1985-04 0812532155 Mass Market Paperback Used: Acceptable 
1st printing, 1985. Whitening on covers. Spine creases. Back cover & last 50+ pages lightly warped (mild water damage). Owner's initials inside front cover. Pages browning otherwise clean.  
Price: 0.01 USD
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13 Vindication Bob Sarvas
Troll Lord Games 2004-09-08 1931275491 Paperback Used: Like New Paperback 
Whitening on cover edges, otherwise brand new unread copy. No remainder mark.

Break the Curse That Never Ends

An avatar of evilness has trodden upon your group. Your lives have been slowly but surely ripped asunder. Tiny scraps of information lead to a horrible and powerful Archmage. With strength, stealth and guile you might locate him and his wretched associates. Beware though, for his energy bolts are of staggering power. He commands a battalion of loyal guards. He utilizes evil outsiders and moves about like them!

End the Torment at the Hands of the Darkmage

Vindication offers the players high-level action with many interconnected mini-encounters written specifically to cause intense enmity towards the main antagonist. The players find hints in the the town of Pfefferain and all its mysteries and information which they can use to rout the fiends from their own home turf and solve all the riddles and mysteries that appear therein. Ample tactical and strategic help for the DM is provided to ensure the ensuing battle is one the characters never forget... if they live.

To Loathe and Fear with All Your Heart

Vindication offers a unique adventure that includes opening vignettes, a wilderness for exploration, a detailed city and a multi-level dungeon setting. The main antagonist elicits a personal grudge from the group and does not care what their classes or alignments are. The module may be started at just about any time in the character's lives, although the dungeon should be only explored when the characters reach 10th level. Some groups might actually join the avatar's operations. Ample tactical and strategic help for the DM is provided to ensure the ensuing battles are those that the characters never forget... if they live.

 
Price: 16.14 USD
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14 HAIIII-YA! Cartoon Martial arts Combat Brad Mcdevitt
Goodman Games 2008-06-25 0980129176 Paperback New Paperback 
Brand new unread copy.

Take That, Bad Guy!
Ferocious Fire Dragon Inferno Blast!

Outrageous Japanimation Action bursts to life with Haiiiii-Ya!: Cartoon Martial Arts Combat! Create your favorite Japanese anime Fighter, then add Martial Arts Styles, Special Attacks, Signature Moves, Combat Options, and a wide variety of hilarious Chi powers like Star Energy Shuriken! and Tsunami Water Smash!

Increase in Power and Rank, then decimate your opponents in one-on-one or mass gladiatorial combat!

All you need to play is this book and some six-sided dice... So don't wait any longer...

The Fight is About to Begin!

 
Price: 6.79 USD
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15 Shadows of Gallowspire (Pathfinder Carrion Crown Adventure Path #6) Brandon Hodge
Paizo Publishing, LLC. 2011-08-04 1601253133 Paperback New Paperback 
Brand new unread copy. No reminder mark.

The End of All Things

A mad plot to unleash the greatest necromancer the world has ever known draws to its sinister end. As the murderous cultists of the Whispering Way retreat to their profane sanctuary, the powers of death align to resurrect their fallen champion. Bold adventurers pursue these villains, but can their bravery survive the haunted wasteland of Virlych, the accursed cathedral of Renchurch, and ultimately the towering crypt of Gallowspire? And will their boldness be enough to stop the Whispering Tyrant, the infamous lich-king locked away beneath Ustalav's deadliest ruin, from being reborn upon a defenseless world? The heroes must test their courage against the servants of death itself in this, the climactic final chapter of the Carrion Crown Adventure Path.

This volume of Pathfinder Adventure Path includes:

  • "Shadows of Gallowspire," a Pathfinder RPG adventure for 13th-level characters, by Brandon Hodge
  • Nefarious plots and macabre menaces to prolong the terrors of your Carrion Crown campaign, by F. Wesley Schneider
  • An investigation into the most infamous liches plotting dooms across the Inner Sea region, by Adam Daigle
  • Laurel Cylphra's attempt to save a soul in the Pathfinder's Journal, by F. Wesley Schneider
  • Five new monsters by Adam Daigle, Crystal Frasier, and F. Wesley Schneider

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 13.29 USD
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16 The Feast of Ravenmoor (Pathfinder Module) Brandon Hodge
Paizo Publishing, LLC. 2011-10-04 1601253672 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Let the Feast Begin!

For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River, far from the centers of civilization in Varisia. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Their ways are humble, quaint, and at times odd, and when travelers come, they find the town awkward and unmemorable. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn't paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders' Feast celebration to investigate his disappearance. Did he really make off with the taxes for himself, as the villagers suspect? Or did he never make it out of Ravenmoor at all?

Feast of Ravenmoor is an adventure for 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It features a terrifying adventure set in a rural village in the frontier realm of Varisia, and a brand-new monster eager to torment and frighten unsuspecting adventurers.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set.

 
Price: 10.43 USD
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17 Complete Guide to Dragonkin Bret Boyd; Illustrator-Ilya Astrakhan; Illustrator-Michael Erickson
Goodman Games 2006-01-01 0974668168 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Half-bloods spawned from greatness but forever denied

This definitive sourcebook unlocks the twin worlds of the dragonkin...

Dragonkin are bequeathed greed and ambition, but lack the power to claim it. No matter what they do, they can't escape one ever-present fact: they are the spawn of dragons, but they live in the world of man.

The Complete Guide to Dragonkin examines these half-bloods in all their forms, from those spawned by polymorphed dragons to the mutant creatures produced by arcane egg-sculpting. It features rules for Dragonkin PCs and monsters, new feats and racial templates, four new prestige classes, rules for ancient dragons that ascend to the power of gods, and more!

Features:

  • Rules for all kinds of humanoid Dragonkin, from half-dragons to the wyrmbred, creatures raised by dragons but not of draconic blood
  • Expanded rules for playing Dragonkin characters, including more than two dozen new feats useful for Dragonkin PCs Four new prestige classes: the phlebotomist, whiplord, wyrm-dedicate, and primal beastman
  • Rules for draconic egg sculpting, which allows magic users to alter a dragon's form while it's still in the egg
  • New categories for dragons -- the avatar and supreme avatar -- and rules for ancient dragons so powerful they can rival gods and grant spells to followers, including stats for the avatars of each dragon race

The Complete Guide to Dragonkin is 100% stand-alone and world-neutral. It can be integrated easily with any fantasy setting.

 
Price: 8.52 USD
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18 Academy of Secrets (Pathfinder Module) Brian Cortijo
Paizo Publishing, LLC. 2011-06-15 1601253435 Paperback New Paperback 
Brand new unread copy. No remainder mark.

School Can Be Hell!

Every year the Acadamae -- Korvosa's prestigious school of the arcane arts -- opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university's strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school's headmaster has invited the heroes to participate, against the contest's longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year's festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory -- they may rock the very foundation of the Acadamae, and even the entire city!

Academy of Secrets is an adventure for 13th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It features a massive magical university, compatible with the GameMastery Map Pack: Magic Academy and teeming with sorcerous traps, weird puzzles, diabolical monsters, and countless students and professors trapped in a web of arcane deceit. Also within, you'll find a brand-new monster and details on one of Golarion's most famous schools of magic, as mentioned in Pathfinder Campaign Setting: Guide to Korvosa and the Curse of the Crimson Throne Adventure Path. While Academy of Secrets takes place in the metropolitan city of Korvosa, the magic academy within is suitable for use in any fantasy campaign setting.

 
Price: 9.48 USD
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19 Raise the Dead (Sword Sorcery) C. Christofferson; Contributor-Lance Hawvermale; Contributor-Brendon Simpson
White Wolf Publishing 2003-03-31 1588460967 Paperback Used: Very Good Paperback 
Heavy whitening on spine. Crisp, clean pages. No remainder mark.

A Friend Has Fallen

Terik lays the body of his fallen comrade before the high priest. "You seek the divine aid of my goddess, adventurers," he asks as he peers into the smoking brazier. "The goddess shall grant you aid. But first there is a task you must perform."

Now You Must Pay the Price

Raise the Dead turns death into a chance for adventure! Occasionally, a player character dies. This DM Utility product contains four thrilling quests designed to bring a fallen hero back to life. It includes options for non-good aligned characters and other "difficult to raise" characters such as druids, rangers and non-humans. This book also allows interesting options for the player of the deceased character.

 
Price: 3.76 USD
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20 The Forever City (TORG Roleplaying Game, Relics Of Power, Vol. 3) C. J. Tramontana
West End Games 1990-01-01 0874313112 Paperback Used: Very Good Paperback 
Whitening on cover edges, much heavier along spine. Pages lightly browning, otherwise clean. No remainder mark.

It is the time of the Possibility Wars. Fierce reality storms wrack the Earth, hurtling contradictory realities against each in a maelstrom of destruction. In the wake of these devastating storms, the Storm Knights are born -- to fight the High Lords, and to gather the relics of power that will drive the invaders off our world.

It is the city of legend. The final resting place of the fabled Possibility Chalice and the end of the Storm Knights' journey. Their adventure has carried them across endless miles and brought them into conflict with the forces of four different High Lords. With the Possibility Chalice in their possession and the Destiny Map to show them the way, the Storm Knights are bound for the mysterious Forever City.

But with the end so near, the High Lords have stepped up their efforts to stop the Storm Knights and capture the relics for themselves. The heroes find themselves pitted against deadly cyber-knights, walking gods from the Nile Empire, and a hideous agent of the fifth -- and perhaps most dangerous -- realm to enter the chase.

Framed against a backdrop of intrigue and suspense, the Storm Knights make their way across Europe to reach the towering snow-capped peaks of the Himalayas for the stunning climax to the Relics of Power Trilogy.

This Torg adventure can be played by itself or as the third part of the Relics of Power Trilogy. It introduces players and gamemasters alike to the Torg universe, where realities overlap and anything is possible.

For up to six players and a gamemaster. You need the Torg: Roleplaying the Possibility Wars boxed game to use this adventure.

 
Price: 7.57 USD
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21 Dragonlance Dragons of Winter Cam Banks
Margaret Weis Productions 2007-12-31 1931567360 Paperback New Paperback 
Brand new unread copy. No remainder mark.

War of the Lance Campaign, Volume Two

Winter's chill spreads across the lands of Ansalon even as the Dragonarmies continue their terrible war. Dragons of many colors seem all but unstoppable, and the legend of the dragonlance seems little more than a child's bedtime tale. The heroes must continue their journey to unite the free nations in a war against the armies of the Dark Queen and find the keys to fighting evil on equal footing. From knowledge gained in the ancient port city of Tarsis and the frozen tundra of Icereach, to the legendary stronghold known as the High Clerist's Tower and the doomed city of Sanction, the companions might find powerful weapons and lost relics... and perhaps the answers to age-old questions.

Dragons of Winter is a Dragonlance adventure for the d20 System set in the War of the Lance era. It can be played as the starting point of a new campaign or continue the adventure starting with Dragons of Autumn. The adventure is designed for characters of 9th-11th level and requires the use of the War of the Lance sourcebook, the Dragonlance Campaign Setting, and d20 System core rulebooks from Wizards of the Coast.

This adventure product is a new presentation of the classic Dragonlance adventures first published over twenty years ago. The text incorporates two decades of information and updates from Dragonlance novels and games, including Dragons of Winter Night and Dragons of the Highlord Skies written by Margaret Weis and Tracy Hickman.

 
Price: 23.76 USD
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22 A Family Affair (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Carla Harker; Bill Webb; Editor-Anthony Pryor; Editor-Scott Greene; Illustrator-Rick Sardinha; Illustrator-Chris Moreno
Necromancer Games 2005-10-01 1594590451 Perfect Paperback Used: Like New Perfect Paperback 
Light whitening top of spine, otherwise brand new unread copy. No remainder mark.

A Maze of Tragedy and Mystery

While investigating a mysteriously abandoned mansion, the adventurers stumble into a tangled web of kidnapping, theft and murder. From a mansion with a deadly secret to the blood-stained waves of the high seas and an ancient, cursed citadel, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the recovery of fabulous treasure as their ultimate rewards. A Family Affair includes a fully-developed town setting, numerous unique NPCs and a wide range of challenging opponents.

A d20 adventure for 4 to 6 characters 8th level or higher.

 
Price: 17.10 USD
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23 Black Velvet (Harlequin Temptation, No 689) Carrie Alexander
harlequin 1998-06-01 0373257899 Paperback Used: Very Good 
Read once. Whitening on cover edges. Spine creases. Pages lightly browning, otherwise clean.  
Price: 0.01 USD
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24 Vampires and Liches (d20) Casey Christoffereson
Troll Lord Games 2003-07 1931275475 Paperback Used: Like New Paperback 
Very light whitening on cover edges. Crisp, clean pages. No remainder mark.

Polish Your Holy Symbols and Sharpen Your Stakes!

Descend into the Sewers of the Underguild in search of the fabled hollow blade. Travel to the ancient Pyramid of Amra and attempt to wrest the Tome of Mind and Body from the Iron Fist of Set, or discover the mysteries hidden beneath the Isle of Eliphaz. Beware, enemies that feast on mortal blood hide at every corner, and none have yet lived that can tell the tale of Athransma's strange experiments.

The Deadliest of Undead

Are your players tired of always setting off on quests for spell books and holy swords? Don't let wizards and paladins have all the fun! Published under the d20 System, Vampires and Liches contains three short, difficult adventures: The Isle of Eliphaz, Sewers of the Underguild, and The Pyramid of Amra, each centered around a confrontation with the most evil form of undead in all the lands! Don't forget to stock up on your holy water -- Vampires and Liches, the sequel to Demons and Devils, awaits.

A fantasy adventure for 4 to 6 players of 11th level or higher.

 
Price: 12.33 USD
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25 Aberrations (d20 Generic System) Casey Christofferson
White Wolf Publishing 2003-06-16 1588460959 Paperback Used: Like New Paperback 
Slight curve to book from shelf wear, otherwise brand new unread copy with no remainder mark.

A Fate Worse Than Death

Something has awakened in the Mistwood Mines. An old evil stretches its tentacles across the Moon Fog Hills and once again the hearty folk below have a reason to live in terror. Are you brave enough to discover the secrets of the mines? Come visit the Mathen Estate; just don't plan on staying too long.

A Slithering Chaos at the Core

Aberrations features challenging wilderness encounters, twisting caverns of dread, and an extensively detailed manor house full of secret passages, devious traps, and gruesome foes to test your party at every turn. Can your characters withstand the Obelisks of Chaos?

Designed for four to six characters of 5th to 8th level.

 
Price: 6.13 USD
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26 Cthulhu Invictus: A Sourcebook for Ancient Rome (Call of Cthulhu Horror Roleplaying) (Call of Cthulhu Roleplaying) Chad Bowser; Andi Newton; Editor-Jeff Tidball; Editor-Andy Dawson; Editor-Charlie Krank; Illustrator-Steven Gilberts; Illustrator-Max Badger; Illustrator-Thomas Boatwright; Illustrator-Stefano Marinetti
Chaosium Inc. 2009-10-19 1568823053 Paperback New Paperback 
Brand new unread copy. Poster map still attached. No remainder mark.

Horror Roleplaying in Ancient Rome

ROMAN CHILDREN TREMBLE in their beds as their mothers tell them stories of Medusa, the Hundred-Handed Ones, and the War of the Titans. They pray that the Fates have woven a long skein for them, free from encounters with the Minotaur and Cerberus. Little do they know that things more horrible than the creatures of myth and legend inhabit the world. A dark god stalks the streets of Rome stealing the souls of the rich and the poor, the young and the old, to populate his empire on the other side of the wall of sleep.

Thousands of miles away, on the coast of a freshly invaded island, Roman centurions huddle around campfires entertaining themselves with dice and ghost stories. They trust their fortifications to keep the barbarians at bay. But the barbarians are the least of their concerns. Outside the ramparts, small shapes scuttle through the darkness, looking for new hosts.

In the midst of the largest sea the world knows, an Egyptian merchant scans the horizon looking for land -- and safety. Pirates prowl the sea, avoiding the Roman navy and preying on merchant vessels. The merchant's men are well-armed to fend off any pirates, but he won't relax until the coast is in sight. He doesn't notice the forms swirling under the waves, reaching up with their claws to pull the boat down. His men are ill-prepared to fight them.

Greek scholars in Athens are ecstatic when they uncover scrolls relating to an African god from the deepest interior of that dark continent. They're eager to read all they can in the cause of science. Their education hasn't prepared them for the fact that the god is already in Athens, and they fail to notice that the city hasn't changed for hundreds of years.

Young women scurry through the streets of Herculaneum to the Temple of Vesta, shunning the advances of lecherous old men and soldiers who've returned from the front looking to spend their coin. Only these women know that their chastity protects the world from an unspeakable horror. Should they fail in their mission, all of Rome is doomed to fall under a depraved god's whim.

Sweat and grime cover a young Persian woman as she pulls her sword out of yet another monster that's risen from the sand. As she glances around, several more unbury themselves and charge toward her. She casts one last look over her shoulder to make sure the families that were ambushed have escaped before she raises her sword and charges the monsters, her battle cry echoing over the dunes.

This is the world of Cthulhu Invictus, horror roleplaying in the first century CE, the time of the Roman Empire.

INCLUDES THESE CHAPTERS: Welcome to Rome, Capital of the Known World ... Short Tour Around Mare Nostrum ... Character Creation ... Skills ... Equipment and Supplies ... Recovering Sanity ... Combat ... Roman Siege Weapons ... The Grimoire ... The Bestiary ... Cults and Secret Societies ... The Roman Legions ... Prophylaxis Panacea Efqa ... Scenario Seeds

 
Price: 17.09 USD
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27 Dungeon Crawl Classics #63: The Warbringer's Son Chris Doyle; Mike Ferguson; Rick Maffei; Adrian Pommier
Goodman Games 2009-09-01 0982300107 4th edition Paperback New Paperback 
Brand new unread copy.

For years, the Bandit Lord has ground the countryside under his heel, crippling your people with his cruel demands. The time has come to end his bitter reign. Armed with naught but your courage, you will put an end to his tyranny or die trying. But the Bandit King himself is only a pawn answering to Kainos, the Warbringer's Son, a half-god intent on setting the North aflame with conflict, and slaughtering all that stand in his way.

The Fifth Annual Gen Con Open Tournament, The Warbringer's Son was one of the bloodiest tournaments on record. Many have tested their might against the Warbringer, and many have fallen. How will you fare?

 
Price: 13.24 USD
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28 Dragon Age RPG Set 2 Chris Pramas; Jeff Tidball; Steve Kenson; T.S. Luikart
Green Ronin Publishing 2011-08-04 1934547441 Hardcover New Hardcover 
Brand new boxed set in original shrinkwrap.

The Grey Wardens Need You!

Only fools now deny that a new Blight is upon Thedas. It rises in the south in the land of Ferelden. By cunning strategy or cruel fate, Ferelden is where the Grey Wardens are weakest. Now new heroes must make their names. New Grey Wardens must fill the order's dwindling ranks. Will you answer the call and carry the duty that cannot be foresworn?

The Dragon Age RPG has been called the best introduction to roleplaying in 30 years. Now the exciting [story] that began in Set 1 continues in the highly anticipated Set 2. This beautiful boxed set includes everything a group needs to continue a Dragon Age RPG campaign with characters of levels 6 to 10.

Dragon Age Set 2 includes an 80-page Player's Guide, and 80-page Game Master's Guide, six reference cards for combats, stunts, and spellcasting, and a gorgeous poster map detailing the world of Thedas. Its many highlights include:

  • Grey Wardens! Rules for joining the order and extensive background on its history and practices.
  • New Stunts! Roleplaying and exploration stunts round out Age's acclaimed stunt system.
  • New Gear! Full rules for the creation and use of poisons, grenades, and traps.
  • Thedas Revealed! Background info on the dwarves of Orzammar, the religions of Thedas, and more.
  • New Backgrounds! There are eleven to choose from, including Antivan Wayfarer, Qunari Beresaad, and Orlesian Exile.
  • Specializations! Expand your class with new options like arcane warrior, berserker, and assassin.
  • New Spells! The addition of nearly 40 new spells triples the number mages can choose from.

And there's much, more more! Return to the world of BioWare's Dragon Age video games, fight for Ferelden, and face the Blight in Dragon Age Set 2!

This is not a standalone game. Set 1 is required to play.

 
Price: 26.62 USD
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29 True20 Freeport Companion Chris Pramas; Robert J. Schwalb
Green Ronin Publishing 2006-11-13 1932442731 Paperback New Paperback 
Brand new unread copy. No remainder mark.

True Freeport Adventure!

Welcome to the True20 Freeport Companion! Freeport has long stood as one of fantasy gaming's most distinctive cities, offering a detailed gaming environment, the setting of several thrilling adventures, and a cast of scores of interesting and compelling characters. Home to pirates, foul cults, terrifying monsters, vicious gangs, crime lords, and a whole host of corrupt politicians, Freeport offers a unique blend of high adventure and cosmic horror. Inside these packed covers, you'll find:

  • Details on the core True20 backgrounds, plus rules for playing orcs, hobgoblins, goblins, and the fiery azhar.
  • Over a dozen paths for the three core roles including the cultist, the assassin, and the pirate.
  • Rules expansions for skills and feats, including new skills such as Knowledge (forbidden lore) and cool feats like Divine Domain, Dying Curse, and Bloodline.
  • Guidelines for incorporating madness and corruption into your Freeport adventures.
  • Expanded equipment tables including poisons, drugs, new weapons, and general gear, and a new pricing system for your True20 Fantasy games.
  • Rules for rituals include several sample profane rituals including Awaken the Dead and Conjure Demon.
  • New supernatural items such as Beamsplitter, Reaverbane, and the coveted Rod of the Buccaneer.
  • Over 50 new monsters including hazards like Dead Man's Brain and vile horrors such as the fleshraker and unspeakable ichor.
  • Statistics for common folk of Freeport such as watchmen, thieves, and merchants.
  • Statistics for over 75 key characters described in the Pirate's Guide to Freeport, including heroic allies such as Buster Wallace and K'Stallo and terrible villains like Red Alice, Prendag the High Death, and Kothar the Accursed.
  • Fury in Freeport: A new adventure to help you launch a brand new Freeport campaign.

The True20 Freeport Companion is your rules guide to exploring Green Ronin's Freeport, whether as a daring hero, looking for adventure, or as a Narrator seeking new worlds to explore, this sourcebook is an indispensable accessory for fans of both Freeport and True20!

True Adventure,
True Excitement... True20!

 
Price: 15.19 USD
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30 City of Demons: Welcome to Hell on Earth Christopher Kubasik
West End Games 1992 0874313260 Paperback Used: Very Good Paperback 
Small tear top of spine. Whitening on cover edges. Price tag on back cover. Crisp, clean pages. No remainder mark.

The Near Now. The Possibility Wars have taken a new turn, as the techno-horror realm of Tharkold reigns in Los Angeles. Now the threat of a bloody civil war between demon prides forces the Storm Knights to ally with a deadly enemy -- Thratchen, High Lord Regent of Orrorsh.

A rebellious Demon Lord plans a rebellion against Jezrael, High Lord of the Tharkold, a war which would leave the forces of Nippon Tech the only winners. Thratchen, in a bid to win Jezrael's favor, offers the Storm Knights a deal: aid him in his quest, and preserve the deadlock between Nippon and Tharkold.

This strange alliance leads the Knights to a daring attempt at sabotage, battles with ninja and undead ghuls, while Thratchen weaves an intricate web to snare both Kanawa and the demon pride.

In the end, the Storm Knights must race against time across a war-torn section of the realm to reach the Demon Lord's stronghold. The prize: the future of Los Angeles and perhaps that of Thratchen as well.

City of Demons is an adventure for Torg: Roleplaying the Possibility Wars. You need the boxed game to play. This adventure is for veteran characters. While the material in this supplement is set in Torg's Earth of the Near Now, many of the situations and adventure ideas can be incorporated into other game systems.

 
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31 The Living Land: The Sourcebook of Primitive Reality (TORG) Christopher Kubasik; Bill Slavicsek
West End Games 1990 087431304X Paperback Used: Good Paperback 
Whitening on cover edges, much heavier along spine. Spine crease. Pages browning, otherwise clean. No remainder mark.

The Sourcebook of Primitive Reality

Earth is at war, and reality hangs in the balance....

In the turbulent Near Now of Earth's history, our world is plunged into the reality-shaping Possibility Wars. Large areas of our planet have been radically altered, the very laws of nature mutated -- portions of the Earth turned into someplace else.

North America has been invaded by the followers of Baruk Kaah, High Lord of the Living Land. Now, a realm of dinosaurs and spiritual magics stretches across the continent. From New York to Ohio, from Sacramento to Washington State, and throughout the tundra wastes of Canada, a primitive, violent reality has impressed itself on our world.

The United States is a savage place. Dinosaurs crash through deserted cities. Blood-crazed tribes of humanoid lizards roam unchecked. The U.S. and Canadian governments struggle to retain control of those areas not yet affected by the unending reality storms. Technology no longer functions in the primitive realm. Our weapons of war have been rendered useless by the altered laws of nature. Only you, the Storm Knights, can save our reality from the invading hordes.

A Companion Volume to the Torg Roleplaying Game

The Living Land Sourcebook is a part of Torg, an epic game of adventure, magic, and altered reality. This volume includes information on the primitive realm of Baruk Kaah. It features source material on the Living Land and its effects on the United States and Canada, gamemaster material for incorporating the realm into Torg or other roleplaying games, and new rules for primitive magic, creatures, races, and Storm Knights operating in the Living Land.

 
Price: 2.20 USD
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32 Cliffs Notes on Shakespeare's Julius Caesar by Cliffs Notes Editors; Vickers... Cliffs Notes Editors
Cliffs Notes 1986-01 0822000202 Paperback Used: Acceptable Paperback 
Stains on front cover & 1st few pages, otherwise crisp and clean. 
Price: 0.01 USD
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33 Pathfinder: Coliseum Morpheuon Clinton J. Boomer; Jonathan McAnulty; Illustrator-Jason Rainville
Cubicle 7 Entertainment 2010 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Go Beyond the Adventure Path and enter the Realm of Dreams!

Hundreds of teams enter. One team leaves! Can your team survive the Chimeric Amphitheater? Navigate among manipulative benefactors, violent rivals, vengeful trainers and the mysterious Khan of Nightmares who rules all.

Coliseum Morpheuon is an extraplanar plug-and-play mini-setting and adventure for 16th-20th level characters, wholly compatible with the Pathfinder Roleplaying Game.

 
Price: 26.62 USD
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34 Secrets of San Francisco: A Resource Guide for Call of Cthulhu (Call of Cthulhu Roleplaying) Cody Goodfellow
Chaosium 2006-04-30 1568821875 Paperback New Paperback 
Brand new unread copy. No remainder mark.

In all of North America there is no more perfect intersection of climate, culture, and colorful history than San Francisco -- the culmination of Manifest Destiny, the Golden Gate to the Pacific Ocean, and the treasure house of the wealth of the great California Gold Rush. Purged of her wild, anarchic past by a devastating earthquake and fire at the beginning of the twentieth century, San Francisco has emerged as the most cosmopolitan city on the West Coast.

San Francisco is deceptively ancient; its history shrouded in a fog of false domesticity. The Bay Area has known many masters, each leaving a distinctive mark upon the land. As San Francisco blossoms it attracts fugitives and practitioners of unorthodox faiths from across the world. Tales of the region assume mythic proportions as it becomes the most ethnically diverse, and most lawless, place in America.

Secrets of San Francisco provides excellent background for a Call of Cthulhu campaign set in the Bay Area of the 1920s. It includes urban geography, civic history and research venues, and mythos lore. Many period photographs are provided and dozens of historical figures are introduced, including several who collaborated and corresponded with Lovecraft. Here are provided descriptions of where San Franciscans are sent when they break the law, go insane, or pass beyond. Here are the sights, sounds, and secrets of this place that make it a unique city.

Call of Cthulhu is a roleplaying game based on the works of H. P. Lovecraft, in which ordinary people are confronted by the demonic beings and forces of the Cthulhu Mythos. 2006 marks the 25th anniversary of this remarkable game.

 
Price: 17.05 USD
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35 J5 Beyond the Vault of Souls (Pathfinder Module) Colin McComb
Paizo Publishing, LLC. 2009-08-27 1601251742 Paperback New Paperback 
Brand new unread copy.

Interdimensional Banditry!

Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world?

Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world's oldest roleplaying game. Within you'll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon.

This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from Pathfinder Chronicles: The Great Beyond -- A Guide to the Multiverse.

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the 3.5 Edition of the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

 
Price: 9.48 USD
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36 Faiths of Purity (Pathfinder Player Companion) Colin McComb
Paizo Publishing, LLC. 2011-05-10 1601253141 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Path of the Righteous

True heroes know that evil is not an abstraction, nor a concept to be debated. Rather, it is a relentless adversary, a dark tide that seeks always to roll over the world, turning the hearts of gentle souls with its claws and whispers. Against this onslaught stand a proud and pious few: those priests and soldiers who dedicate themselves in body and soul to the forces of light, ready to lay down their lives in defense of the innocent. Aided by the powers of their gods, these stalwart champions use sword and spell, faith and ferocity to protect all that they hold dear. For they know that if they do not—who will?

Faiths of Purity presents a player-friendly overview of the good-aligned religions of the Pathfinder campaign setting, along with new rules and information to help players customize pious characters in both flavor and mechanics.

Inside this book, you'll find:

  • Information on each of the major good-aligned gods and his or her corresponding religion, including what's expected of adventurers of various classes, ways for the faithful to identify each other, taboos, devotions and ceremonies, church hierarchies, holy texts, religious holidays, and more
  • New traits to help represent and cement a character's background in the church
  • New feats and combat tricks for all holy warriors
  • New god-specific spells for a wide variety of spellcasting classes
  • Paladin codes for sacred warriors of each major god, as well as new organizations and knightly orders
  • Details on good-aligned minor deities, racial gods, empyreal lords, and more!

Faiths of Purity includes key information on:

  • Cayden Cailean, god of freedom, ale, wine and bravery
  • Desna, goddess of dreams, stars, travelers and luck
  • Erastil, god of farming, hunting, trade and family
  • Iomedae, goddess of valor, rulership, justice and honor
  • Sarenrae, goddess of the sun, redemption, honesty and healing
  • Shelyn, goddess of beauty, art, love and music
  • Torag, god of the forge, protection and strategy

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.

 
Price: 7.57 USD
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37 Inner Sea Primer (Pathfinder Player Companion) Colin McComb
Paizo Publishing, LLC. 2010-12-28 1601252773 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Introduction to Adventure!

The Inner Sea is the heart of the Pathfinder campaign setting. From devil-worshiping Cheliax to cosmopolitan Absalom, the savage and frozen Lands of the Linnorm Kings to the steaming jungles of the Mwangi Expanse, there's a place for any character or adventure your imagination can come up with. Yet while a Game Master or player might know all the secrets of the setting, courtesy of the Pathfinder Campaign Setting World Guide: The Inner Sea, what does a character know about his or her world? With the Inner Sea Primer, Game Masters can quickly and easily introduce their players to the Pathfinder campaign setting, and experienced players can customize their characters with new, setting-specific tricks and traits.

Inside this Pathfinder Player Companion, you'll find:

  • Player-friendly overviews of every nation of the Inner Sea Region, telling characters what they need to know about their homelands -- or those of their enemies.
  • New character traits for every country and region, helping to flesh out characters and tie their backgrounds and mechanics into the setting.
  • New archetypes for three Inner Sea sword fighting styles: the Aldori swordlord, the Qadiran dervish, and the Taldan rondelero duelist.
  • A complete overview of the major gods in the region, and what every resident should know about them.
  • Three new arcane schools: the item crafters of the Arcanamirium, Egorian's infernal binders, and the stealthy illusionists of Osirion's mages of the veil.
  • Overviews of the most common races of the region, from elves to half-orcs, as well as the most common human ethnicities.
 
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38 Faiths of Balance (Pathfinder Companion) Colin McComb
Paizo Publishing, LLC. 2011-07-13 1601253168 Paperback New Paperback 
Brand new unread copy.

Perfect Order, Perfect Chaos

There are those who walk a middle road, the heroes to whom questions of morality come second to some greater goal. It is to these bold individuals that the gods of balance offer their hands. Whether it's the god of cities and civilization or the guardians of the wild places, the goddess of death or the twisted and insane lord of magic, the neutral gods of Golarion are every bit as active as their righteous or evil counterparts. Often misunderstood, their worshipers run the gambit from enlightened scholars to bloodthirsty paragons of battle, all bound together by the same knowledge: that there are distinctions more important than good versus evil.

Faiths of Balance presents a player-friendly overview of the neutral-aligned religions and faiths of the Pathfinder campaign setting, along with new rules and information to help players customize pious characters in both flavor and mechanics. Inside this book, you'll find:

  • Information on each of the major neutral gods and his or her corresponding religion, including what's expected of adventurers of various classes, ways for the faithful to identify each other, taboos, devotions and ceremonies, church hierarchies, holy texts, religious holidays, and more
  • An overview of the ancient Green Faith, to which many druids still hold
  • New character traits to help represent and cement a character's background in the church
  • New feats for holy warriors
  • New god-specific spells for a wide variety of spellcasters
  • New magic items designed specifically for members of the faith
  • New religious organizations and military orders, plus a paladin code for the chosen warriors of Abadar, god of cities
  • Details on minor neutral deities, powerful fey entities, and more!

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume's theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.

 
Price: 9.48 USD
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39 Lands of the Linnorm Kings (Pathfinder Campaign Setting) Colin McComb; Matthew Goodall; Rob McCreary; Jonathan Keith
Paizo Publishing, LLC. 2011-11-22 1601253656 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Land of Vikings!

In the savage north lies a realm where only those who slay mighty draconic linnorms are fit to rule. Where giants and trolls dwell just beyond the veneer of civilization, lying in wait to attack any who tread too far into the wild. Where the magical influence of the First World of the fey hides just beyond a thin layer of reality. Where barbarians, berserkers, and raiders constitute civilization, and the weak serve the strong. These are the fabled, savage, and noble Lands of the Linnorm Kings.

Lands of the Linnorm Kings presents a comprehensive overview of these mighty kingdoms, a realm of powerful viking kings, capricious fey, and savage beasts. Inside this book, you will find:

  • A complete overview of the seven realms of the Linnorm Kingdoms, from the traditional raiders of Broken Bay to the sinister fey of Grungir Forest and the war-torn borderland of Hagreach, complete with histories, notes on current events and society, and a gazetteer of each region.
  • Detailed maps of seven of the most important cities of the Linnorm Kingdoms, from the streets of White Estrid's Halgrim to the sprawl of Kalsgard, the region's capital.
  • Numerous adventure sites and events where hopeful adventurers can prove their worth.
  • Rules for building reputation among the vikings of the land, using weregild to avoid blood feuds, and designing effigies and punishments capable of putting fear into the hearts of your enemies.
  • A bestiary of new monsters and NPCs from the land, such as the legendary linnorm Fafnheir and the fey animal template or iconic Ulfen raiders and berserker cannibals.

Lands of the Linnorm Kings is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

 
Price: 13.29 USD
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40 Misfit Monsters Redeemed (Pathfinder Campaigh Setting) Colin McComb; Rob McCreary; James L. Sutter
Paizo Publishing, LLC. 2010-12-07 1601252706 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Everyone Deserves a Second Chance

Over the course of its decades-long history, fantasy gaming has produced countless monsters both terrifying and alien, some pulled from mythology and others sprung full-formed from the twisted imaginations of their creators. Yet as with any idea, not every monster can be a winner. Or can it?

With Misfit Monsters Redeemed, Paizo Publishing has taken 10 of the most notoriously bad monsters in RPG history -- the lamest, most hated, and flat-out silliest creatures in the genre -- and attempted to make them fun allies and adversaries for players and Game Masters alike. Each monster comes complete with updated statistics for the Pathfinder Roleplaying Game, lengthy ecologies explaining how the monsters behave and why they are the way they are, tips on how Game Masters can use them in a campaign, notes on how to fit the monsters into the world of the Pathfinder campaign setting or your own home game, and more.

Inside this 64-page book, you'll find monsters such as:

  • Flumphs, everyone's favorite flying jellyfish monster, come from the stars to warn innocent civilizations of the cosmic horrors lurking in the darkness.
  • Disenchanters, the blue-furred camels who live to prey on adventurers' magical gear.
  • Flail snails, the magic-warping gastropods who weave slowly through the subterranean Darklands, writing epic poetry with their slime trails.
  • Doom-screeching dire corbies, the bird-headed terrors of the darkest caverns.
  • Lurking rays, the stealthy ambush predators that are really three manta-like monsters in one: the executioner's hood, the trapper, and the lurker above.
  • Adherers, those sticky, mummy-like monstrosities whose wrappings of flayed skin are the scarred relics of a horrible experiment by phase spiders from the Ethereal Plane.
  • Other lovable losers like the delver, the lava child, the tojanida, and of course, the infamous wolf-in-sheep's-clothing!

Misfit Monsters Redeemed is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

 
Price: 13.29 USD
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41 Kingdoms of the Sword & Stars Dunkar *OP (Sovereign Stone) Contributor-Seth Johnson
Sovereign Press 2003-10-01 1931567093 Paperback Used: Very Good Paperback 
Whitening on cover edges. Slight curve to book from sitting on shelf. Price tag remnants on back cover. Crisp, clean pages.

Dunkarga & Karnu

Western Loerem was once a mighty empire, but following the Fall of Old Vinnengael, it was divided into two separate kingdoms -- Dunkarga, Kingdom of the Stars, and Karnu, Kingdom of the Sword.

The Guilds of Dunkarga vie with the throne for power in an ancient kingdom whose grandeur has faded, while the militant Karnuans slowly strike outwards from their kingdom, claiming both land in Vinnengael and the isle of Mount Sa'Gra, the sacred island of the orks.

In this sourcebook, you will find details tracing the history of both kingdoms, information about key individuals, the Guilds and the Armies, along with prestige classes such as the Esteemed Courtesan and the militant Shieldbearers, new feats and weapons, strange new monsters, and plenty more information to help flesh out the lands and people of Dunkarga & Karnu.

 
Price: 1.55 USD
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42 Firefox by Thomas, Craig Craig Thomas
Bantam Doubleday Dell 1982-07 0553227092 Mass Market Paperback Used: Very Good 
10th printing, 1982. Whitening on cover edges. Spine creases. Pages browning, otherwise tight & clean.  
Price: 0.01 USD
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43 The Harrowing (Pathfinder Module) Crystal Fraiser
Paizo Publishing, LLC. 2011-08-02 1601253559 Paperback New Paperback 
Brand new unread copy.

A Land of Wonder!

Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.

The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you'll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.

 
Price: 11.38 USD
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44 The Dragon's Tomb (Dungeons and Dragons Novels) D. J. Heinrich
Wizards of the Coast 1993-04 1560765925 Paperback Used: Like New Paperback 
First printing, 1993. Light whitening on cover edges. Crisp, clean pages. 
Price: 3.71 USD
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45 The Fall of Magic (Dungeons & Dragons Novels, Penhaligon Trilogy, Book 3) D. J. Heinrich
Wizards of the Coast 1993-10 1560766638 Paperback Used: Like New Paperback 
First printing, 1993. Light staining on outer edges of pages. Whitening on cover edges. Pages lightly browning, otherwise clean. 
Price: 3.71 USD
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46 The Tainted Sword (Dungeons & Dragons Novels) D.J. Heinrich
Wizards of the Coast 1992-10 1560763957 Paperback Used: Like New Paperback 
First printing, 1992. Whitening on cover edges. Interior maps and ads still attached. Pages lightly browning, otherwise clean. 
Price: 3.71 USD
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47 Akrasia, Thief of Time (Eden Odyssey D20) David Chart
Eden Studios 2001-06-15 1891153048 Paperback Used: Like New Paperback 
Light whitening on cover edges. Crisp, clean pages. No remainder mark.

A temple in disrepair looms out of the mist. As you approach, you notice that the debris results not so much from ruin as disinterest. It appears that grandiose plans have dissolved due to insufficient money, time or will. It seems a shame; the structure could have been so beautiful.

A nagging thought crosses your mind. Could this be the work of Akrasia, the Goddess of Distraction? Many do not see her as a threat. Still, her agents have brought down empires, and her influence saps the life from communities until they fall, rotten within, to the slightest threat.

Ah, but who cares? There is no doubt little of value or threat within. Might as well find a comfortable spot and turn in early tonight. There's always tomorrow for great deeds...

Akrasia, Thief of Time, is a vignette sourcebook that can be used in parts or in total to enrich any fantasy campaign using the d20 game system:

  • a description of the cult of Akrasia, its clerics, treasures and legends an almost abandoned shrine to the Goddess, with a haunting inhabitant
  • wandering servants of the Thief of Time, with deadly secrets
  • an inn beholden to the Lady of Lost Dreams, where adventurers can lost their way or gain a great boon
  • four Akrasia devotees who plot to destroy a small town
  • an active temple of the Delayer, with dangerous worshipers and fell creatures
  • new monsters, new items and a new Prestige Class, the Distractor

A VIGNETTE SOURCEBOOK FOR CHARACTERS OF 2nd - 12th LEVELS

 
Price: 2.74 USD
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48 A3 Wicked Cauldron Davis Chenault; Editor-Nicole Leigh Chenault McMurry; Illustrator-Peter Bradley
Troll Lord Games 2007-06-05 1931275793 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Travel to the far reaches of the Barren Wood is perilous in the best of times. These are not the best of times. Here, in the forest's western eves the trees are old, with tangled roots deep in the ground. Here too the fey still roam wild and free. Ancient ruins, many predating the Winter Dark, lay buried in cool deeps, their halls and towers abandoned to the wilderness and to time. But here too, in these dangerous environs, Unklar's folk have fled, making hidden holes in dark places. So it is with the small and the powerful.

The most famous of the ruins is the Old Ziggurat. Built by the Aenochians its many levels served the priests of that ancient empire some 1300 years ago. The Old Ziggurat lay empty for many years, but that has, so the tales relates, changed. The Bard Erikendous has come from the lonely paths of those western eves with stories of dark roots in that old place. Of creatures, of Unklar's servants, making their abode there. His tales, crafted into song, are of a Witch Queen. Few of these creatures lived in the days of darkness, but their were dreaded servants, foul and mean women who ate the flesh of their victims.

The ziggurat is a foul place and any would-be heroes willing to enter this abode and challenge the inhabitants must gird themselves for desperate battle against both the arcane and mundane. For here reside one of the Witch Queens of old and she has surrounded herself with the remnants of the Horned One's armies and the cohorts of those wrecked and ruined in the foul pits of Aufstrag.

For 3-5 characters, levels 3-5. The Adventure continues!

From the makers of the Castles & Crusades roleplaying game comes the third adventure for heroes and adventurers to battle ancient evils in a foul land.

 
Price: 6.62 USD
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49 Freeport Companion: Pathfinder Roleplaying Game Edition: A Sourcebook for the Freeport Campain Setting Designer-Robert J. Schwalb
Green Ronin Publishing 2010-10 1934547352 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Classic Freeport Adventure!

Welcome to the Freeport Companion: Pathfinder Roleplaying Game Edition! For a decade now Freeport has stood as one of fantasy gaming's most distinctive cities. Home to pirates, foul cults, terrifying monsters, vicious gangs, crime lords, and corrupt politicians, Freeport is a dynamic setting that offers a unique blend of high adventure and cosmic horror. Now the City of Adventure returns to its roots with the Freeport Companion: Pathfinder RPG Edition, a rules supplement for the Pirate's Guide to Freeport. Its 160 pages are packed with all the support you need to run a Freeport campaign with the Pathfinder RPG. Inside this packed covers, you'll find:

  • Details on the core races and how they fit in the city, as well as new player character races such as the Arhar and Crag Gnome.
  • New base classes, including the monster hunter, survivor, and assassin.
  • Over 90 new feats that capture the mood and atmosphere of the City of Adventure, featuring cool options such as Run 'Im Through, Horrific Summoning, Harrowing Surge, and Swashbuckler.
  • An all-new insanity and madness system to invoke the popular Lovecraftian overtones of the city.
  • Expanded equipment tables including a selection of firearms, new poisons, and a selection of sinister drugs.
  • Over twenty new spells, including the nasty unhinge, bewilder, and body of eyes.
  • A treasure trove of revised magic items, such as the rapier of revenge, rod of the buccaneer, and the stylus of the Unspeakable One.
  • New and revised monsters, including the freakish blemmyae and the dreaded burnlings.
  • Statistics for common folk of Freeport, including watchmen, thieves, and merchants.
  • Statistics for over 75 key characters described in The Pirate's Guide to Freeport, including heroic allies such as Buster Wallace and K'Shallo and terrible villains including Red Alice, Pyrndog the High Death, and Kothar the Accursed.
  • Fury in Freeport, an adventure to help you launch a brand-new Freeport campaign!

The Freeport Companion: Pathfinder Roleplaying Game Edition is your rules guide to exploring Green Ronin's Freeport, whether as a daring hero looking for adventure, or a Gamemaster seeking new worlds to explore. This sourcebook is an indispensable accessory for fans of both Freeport and the Pathfinder Roleplaying Game!

 
Price: 18.05 USD
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50 Madness at Gardmore Abbey: A Dungeons & Dragons Supplement (4th Edition D&D) Designer-Wizards RPG Team
Wizards of the Coast 2011-09-20 0786958723 Game New Game 
Brand new unopened copy in original shrinkwrap.

Pick a Card, Any Card...

Gardmore Abbey. Once the bastion of a paladin order devoted to Bahamut, this sacred monastery has become a monster-infested ruin. According to legend, the paladins brought back an artifact from a far-off campaign and stored it in the abbey for safekeeping, and evil forces assaulted the abbey in a failed bid to recapture it. What the legends don't reveal is that this artifact was the Deck of Many Things!

This Dungeons & Dragons Roleplaying Game adventure lures heroes into the ruins of Gardmore Abbey -- a place so warped and twisted by the chaotic forces surrounding the Deck of Many Things, forces that transforms the location with each successive visit.

This box contains the following components:

  • Four 32-page books describing Gardmore Abbey and its inhabitants, along with quests and encounters
  • 2 double-sided battle maps depicting key adventure locations
  • 2 die-cut sheets of cardstock tokens and dungeon tiles
  • The Deck of Many Things (22 cards) plus 2 exclusive Treasure Cards

A thrilling heroic tier adventure for characters of levels 6-10

 
Price: 26.62 USD
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51 Pyromancer Don Callander
Ace 1992-05-01 0441692222 Paperback Used: Very Good Paperback 
First printing, 1992. Heavy whitening on cover edges. Light spine crease. Pages browning, otherwise clean. 
Price: 1.86 USD
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52 Sabre River (Dungeons & Dragons, CM3) Douglas Niles; Bruce Nesmith
TSR Hobbies 1984-11 0880381183 Paperback Used: Good Paperback 
1984 printing.MISSING pages 15-18 (pre-rolled characters, printed from the PDF I'd purchased). Whitening on cover edges, heavier near spine. Browning on page edges, otherwise clean.

You are a guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More guests?

You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more interesting, like dinner.

Relax while you can, friend, because these new arrivals are about to lead you to a crimson sailor, a cozy Tower of Terror, and a river with an aching heart.

Sabre River includes a complete campaign setting, new NPCs, dungeon and wilderness encounters, and a mysterious story.

An adventure for characters levels 18-22.

 
Price: 14.24 USD
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53 Monster Manual II (Dungeons & Dragons Supplement) Ed Bonny; Skip Williams; Jeff Grubb; Rich Redman; Steve Winter
Wizards of the Coast 2002-09-25 0786928735 Hardcover Collectible: Like New Hardcover 
Autographed by Sean K. Reynolds! Very light corner bumps. Crisp, clean pages. No remainder mark.

Even Greater Threats Await!

As heroes grow in power, they seek out more formidable adversaries. Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign.

This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, Monster Manual II provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives.

 
Price: 28.52 USD
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54 Northern Reaches (Talislanta) Editor-Alison J. Menard; Editor-Max Hattuer
Morrigan Press 2006-04 0973692855 Paperback Used: Like New Paperback 
First printing April 2005. Very light whitening on cover edges. Crisp, clean pages. No remainder mark.

Mirin children slowly trickled into the caverns in a slow stream of ice blue faces and sparkling eyes. At the heart of the cavern, a regal priestess filled an icy bowl with cool, pure water and then bent to breathe gently across the rippling surface. A chill, refreshing breeze passed through the grotto the follow the priestess's voice.

"Attend to the legends of the past so that you might grow strong and never stumble."

The Northern Reaches of Talislanta have long been shrouded in mystery. In The Northern Reaches you will discover:

  • The ways of the Mirin and their sinister cousins the Rasmirin.
  • The secrets of the Ice Giants of Narandu.
  • The brutal society of the Ur and their slave races.
  • The masters of the northern forests: the Jaka.
  • The lands of the Yrmanian wildmen, the mysterious Malum, and the peculiar Snipes.
  • New archetypes, equipment, creatures, and more.
 
Price: 95.19 USD
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55 Wit and Wisdom of Famous American Women by Beilenson, Evelyn L.; Tenenbaum, Ann Editor-Ann Tenenbaum
Peter Pauper Pr 1986-04 0880881577 Hardcover Used: Like New Hardcover 
Inscription inside front cover. Tiny ding to DJ. 
Price: 0.01 USD
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56 Dragon Magazine #238 Enemies Editor-Dave Gross
TSR 1997-08 0786908025 Paperback Used: Like New Paperback 
Small bend bottom right corner of front cover. Light whitening on cover edges. Crisp, clean pages.

The August 1997 issue of Dragon Magazine includes the following articles:

  • "Bard on the Run," pp. 23-27. The Bard is back, and he's punnier than ever.
  • "Bazaar of the Bizarre: The Rewards of Villainy," pp. 28-32. Magical items for villains.
  • "Dragon's Bestiary: The Other Mummies," pp. 84-87. Hard-hearted killers from bogs and glaciers.
  • "Dragon's Bestiary: Spawn of the Sewers," pp. 68-73
  • "Dungeon Mastery: Villainy and Intrigue," pp. 90-96. Start with your villain, and then weave a cunning plot for your players.
  • "Frequently Asked Questions Answered," pp. 55-57. The future of TSR with Wizards of the Coast.
  • "Gangsters of the Underdark: Waterdeep's Most Wanted," pp. 34-40. Sir Eliot of Kness opens the Hex-Files.
  • "Mommy Dearest," pp. 8-14. Mess with this non-player character, and you'll be sent to your room without supper!
  • "The Return of the Wizards Three," pp. 42-49. The new Wizards Three meet once more to swap spells over pizza and ice cream.
  • "Rogues Gallery: Silent Sheehan," p. 88. A despicable NPC from the Ravenloft setting.
  • "Villains, Like Fine Wine," pp. 16-22. Make sure your ancient villains improve with age.
  • "Wyrms of the North: Felgolos," p. 50-54. Forgotten Realms. They call him "The Flying Misfortune."
 
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57 Dragon Magazine #241 Ancient Empires Editor-Dave Gross
TSR 1997-11 078690805X Paperback New Paperback 
Brand new unread copy.

The November 1997 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore," pp. 75-81. More sorcerous tomes from three of the most notorious ancient wizards in "Greyhawk Grimoires II."
  • "Campaign Classics: Al-Qadim," pp. 89-95. The evil Yikaria weave their wicked plots from "The Roof of the World."
  • "Chronicle of Cerilia," pp. 28-36. A timeline of the Birthright campaign, with new material for your AD&D game..
  • "Dungeon Mastery," pp. 82-87. Let the Spirit of the Age determine the personality of your NPCs. World-building using generational models.
  • "Great Excavations," pp. 21-26. Archeological adventures. New kits, spells, and proficiencies for making your next dungeon crawl a journey through time.
  • "Legacies of the Suel Imperium," by Roger E. Moore, pp. 39-54. Five races spawned by the ancient sorcerers of the Greyhawk setting, now available to player characters.
  • "Modron Magic," by Monte Cook, pp. 56-60. The modrons are on the march again, and just look at the new toys! The sorcery of structure for Planescape.
  • "Wyrms of the North: Hoondarrh," by Ed Greenwood. pp. 71-74. Forgotten Realms. Hoondarrh the Red Rage lacks neither cunning nor power.
 
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58 Dragon Magazine #247 Mystara's Rakasta Editor-Dave Gross
Wizards of the Coast 1998-04 0786908114 Paperback Used: Like New Paperback 
Light whitening on cover edges. Crisp, clean pages.

The May 1998 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," by Sebastian Dietz, pp. 82-86. Look here for some magic that works: magical items for artisans.
  • "Dragon's Bestiary," by Johnathan M. Richards, pp. 88-92. Before kissing for princes, study these anurans: archer frog, ghoul frog, leech toad, and spined toad.
  • "Dungeon Mastery," by Brent Knowles, pp. 94-96. Before giving up on language barriers, give them pidgins.
  • "Heroes of Cerilia," by Ed Bonny, pp. 46-55. Skills & Powers rules for the Birthright setting or any AD&D campaign.
  • "Out of Character," by Peter Adkinson, p. 24. A great hero's beginning.
  • "Pro-files: Jeff Grubb," by Allen Varney, p. 120.
  • "Rakasta of Mystara," by Bruce Heard, pp. 26-37. Add these feline heroes to your campaign.
  • "Rogues Gallery," by Kate Novak, pp. 74-80. "The Crew of the Realms Master" return to your campaign.
  • "The Taltos," by Tom Moldvay, pp. 38-44. Spirit-hunting rogues, the taltos combine magical and martial power.
  • "Wyrms of the North," by Ed Greenwood, pp. 56-60. Forgotten Realms. Silver Miirym guards Candlekeep as "The Sentinel Wyrm."
 
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59 Dragon Magazine #245 Dwarves Editor-Dave Gross
TSR 1998-03 0786908092 Paperback Used: Like New Paperback 
Very light whitening on cover edges. Crisp, clean pages.

The March 1998 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," pp. 70-75. Not all artifacts are magical, but no less precious are these dwarven relics.
  • "Best Behavior," by Christopher Perkins, pp. 82-88. Dwarven etiquette? Yes, there is such a thing, and here is the definitive guide on its finer points.
  • "Ecology of the Steeder," pp. 76-81.
  • "The Heart of the Forge," by Wolfgang Baur," pp. 22-35. The secrets of dwarven craft -- and of dwarven life itself -- begin at the forge. Includes new chants.
  • "Little Rascals," pp. 44-49. Four new rogue for your dwarven PCs, including the delver, the hoardsacker, the scurr, and the talebearer.
  • "Mindstalkers," by Bruce Cordell, pp. 36-43. No denizens of the Underdark are more awful than the illithids -- and no warriors more deadly than those dwarves who hunt them.
  • "Rogues Gallery," by Troy Denning, pp. 65-68. From the pages of Crucible: The Trial of Cyric the Mad, here are three powerful new characters for your campaign.
  • "Wyrms of the North," by Ed Greenwood, pp. 50-54. Forgotten Realms. Lhammaruntosz, the "Claws of the Coast," is a bronze dragon with an eye for business.
 
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60 Dragon Magazine #248 Dragons Editor-Dave Gross
TSR 1998-05 0786911522 Paperback Used: Like New Paperback 
Large bend to upper left corner of back cover. Very light whitening on cover edges. Crisp, clean pages.

The June 1998 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore." Dragon Dweomers III for priestly dragons.
  • "Building a Better Dragon." Teaching an old dragon new tricks is as easy as perusing this menu (making dragons less predictable).
  • "Crystal Confusion." Everything -- and we mean everything -- you'll ever need to know about gems.
  • "The Dragon of Vstaive Park." Birthright. There's no exagerration when Vore Lekiniskiy is called a mountain of a dragon.
  • "Dragon's Bestiary." These creatures are the distant dragon-kin: amphitere, lesser cetus, dragonet, gargouille, hai riyo, peluda, and sirrush.
  • "Dungeon Mastery." If you're stumped for an adventure idea, find one in the news.
  • "The Missing Dragons." A classic article returns with three new dragons for the AD&D game: the yellow (salt) dragon, orange (sodium) dragon, and purple (energy) dragon.
  • "ProFile: Gary Gygax."
  • "Wyrms of the North," by Ed Greenwood. Forgotten Realms. The evil woman Morna Auguth is now "The Moon Dragon."
 
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61 Dragon Magazine #246 Henchmen Editor-Dave Gross
TSR 1998-03 0786908106 Paperback Used: Like New Paperback 
Very light whitening on cover edges. Crisp, clean pages.

The April 1998 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," pp. 82-85. Spice up your campaign with "Cauldrons and Cookery."
  • "Dragon's Bestiary," pp. 94-100. Dragonlance. Fight the battle for Krynn against "Creatures of Chaos"!
  • "Ecology of the Flumph," pp. 76-81. Beware the awesome might of the flumph! No, really. We're serious!
  • "A Few Good Henchmen," by Christopher Perkins, pp. 44-55. Next time your PCs need a henchman quickly pick one of these 101 NPCs.
  • "The Omega Variant," pp. 34-43. Take the role of Concord marine Jonar Kage in this exciting solo adventure, and learn the Alternity rules as you play.
  • "Out of Character," p. 22. Get a life, henchman! Quirks for henchmen.
  • "Rogues Gallery," pp. 70-74. From the pages of the Advanced Dungeons & Dragons comic come "The Heroes of Selune's Smile."
  • "The Wizard's Companion," pp. 24-33. Better than a familiar, the homonculous can be a wizard's best friend.
  • "The Wizards Three," by Ed Greenwood, pp. 86-92. Elminster, Rautheene, and Mordenkainen meet once more to trade spells and... steal sandwiches?
  • "Wyrms of the North," by Ed Greenwood, pp. 56-60. Forgotten Realms. Manipulative sapphire dragon Malaeragoth is "The Dragon Unseen."
 
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62 Dragon Magazine #242 Spells & Magic Editor-Dave Gross
TSR 1997-12 0786908068 Magazine Used: Like New Magazine 
Very light whitening on cover edges. Crisp, clean pages.

The December 1997 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore." Morion the Bard has invented his own repertoire of spells of sight and sound.
  • "Bazaar of the Bizarre." Drizzt Do'Urden isn't the only one with one of the magical allies.
  • "Dragon's Bestiary." The wizards of the Arcane Age left a legacy of talisman servants.
  • "Ecology of the Mongrelmen." The secret lives of the patchwork monsters.
  • "Jest the Wizards Three," by Ed Greenwood. A few little magics from the wizards of Faerun and Oerth.
  • "Laws of Spell Design." Designing new spells has always been tricky business, until now.
  • "Learn More About Magic." Once you've succeeded at Spellcraft 101, where do you turn next?
  • "Mage Construction." Spellcasters can make the best masons and carpenters without even dirtying their hands.
  • "The Magic of Krynn Reborn!" Magic is back in the Fifth Age of the Dragonlance campaign.
  • "Wyrms of the North," by Ed Greenwood. Shocking secrets revealed about "The Dragon of the Statues."
 
Price: 2.35 USD
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63 Dragon Magazine #313 Monsters Editor-Erik Mona
Paizo Publishing 2003 Paperback Used: Like New Paperback 
Missing D&D Mini Tiles. Small tear top of spine. Crisp, clean pages.

The November 2003 issue of Dragon Magazine includes the following articles:

  • "Animal Ancestry: Characters that Answer the Call of the Wild," pp. 22-32. Play lycanthropes from 1st to 20th level with these new lycanthropic monster level progressions.
  • "Born of Death: Half-Undead and Their Kin," pp. 60-66. Templates to bring the touch of the grave to your characters: the fetch (half-ghost) , gheden (half-skeleton or zombie) , ghul (half-ghoul or ghast) , katane (half-vampire) , and the deathtouched (descents of a half-undead with a taint of unlife).
  • "Brain Power: Secrets of the Illithids," pp. 46-52. Learn about the mind flayer's psi-spellcasting, a potent blend of psionics and arcane magic. Includes the mind mage prestige class.
  • "DM's Toolbox: Adventures Askew," pp. 102-106. Getting your players back on track when they've strayed has never been easier.
  • "Dragon Psychoses: Draconian Delusions and Dementia," pp. 74-83. Even dragons suffer mental breakdowns from time to time. These templates give you the rules for dragon dementia: nameless, ravening, riddled, spellhoarding, and wandering.
  • "Eye Wares: Potent Powers of the Beholders," pp. 54-59. Beholder spellcasters in armor? It's now possible with "Eye Wares." Includes the ocular master and the unholy abomination prestige classes.
  • "Faiths of Faerûn: Elder Serpents of Set," pp. 84-91. Forgotten Realms. Devious, cunning, and thoroughly evil, this serpentine organization seeks to further the cause of their deity. (Set replaced Sseth, the god of serpents. ) Includes the elder serpent of Set template and the Order of the Grand Snakemaster organization.
  • "Ghost Elves: Elves of the Ethereal," pp. 70-73. After enduring hundreds of years of torment at the hands of fiends, the Ethereal Plane seems like paradise to this new elven race.
  • "Guild Secrets: Reapers of Strife," pp. 98-100. Originally war profiteers, this organization now seeks to foment the chaos that improves their bottom line.
  • "Shrine War," pp. 34-44. Play the Shrine War scenario with the new D&D Miniatures skirmish rules, or use new miniatures rules and tiles for D&D roleplaying.
  • "Strange Bedfellows," pp. 92-97. New half-monster templates for many of D&D's famous monstrous denizens: half-doppelganger, half-janni, half-minotaur, half-nymph, half-ogre, half-rakshasa, and half-satyr.
 
Price: 4.71 USD
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64 Dragon Magazine 347 Editor-Erik Mona; Editor-Jason Bulmahn; Editor-Mike McArtor; Editor-F. Wesley Schneider
2006 Mass Market Paperback New Mass Market Paperback 
Brand new unread copy.

The September 2006 issue of Dragon Magazine includes the following articles:

  • "Archomentals," pp. 28-41. The return of the Princes of Elemental Evil: Cryonax (CR 22), Imix (CR 22), Ogremoch (CR 24), Olhydra (CR 22), and Yan-C-Bin (CR 21).
  • "Bazaar of the Bizarre," pp. 72-74. Put the power of the elements in your hands. "Class Acts," pp. 86-93. Adventurer: Wilderness Markers. Arcane: Archaeologists. Divine: Lost Ones. Warrior: The Ranger Guide.
  • "Ecology of the Elemental Weird," pp. 66-71. Those who seek answers from the ageless elements should beware. "Elemental Hazards," pp. 42-52. As if the Elemental Planes didn't present enough lethal challenges.
  • "Off to See the Wizards," pp. 20-26. Delve into the mysteries of the game wizards behind D&D.
  • "Paraelementals," pp. 54-65. Ice, magma, ooze, and smoke: uncover what lies between the Elemental Planes.
  • "Spellcraft," pp. 76-78. Blasphemous utterances of the Temple of Elemental Evil. Includes blaze bones (Clr 2, Sor/Wiz 2), burning hate (Clr 2, Sor/Wiz 3), caustic disdain (CR 4, Sor/Wiz 4), cold of the grave(Clr 2, Sor/Wiz 2), liferot (CR 3, Sor/Wiz 4), storm slave (Clr 6, Sor/Wiz 6), and summon avatar of elemental evil (Clr 8).
 
Price: 1.94 USD
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65 Shakespeare's Hamlet (Cliffs Notes) by Lowers, J. K. Editor-J. K. Lowers
Cliffs Notes 1971-06 0822000180 Paperback Used: Like New Paperback 
Tight, clean pages. 
Price: 0.01 USD
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66 Dragon Magazine #294 Vehicle Rules Editor-Jesse Decker
Paizo Publishing 2002 Paperback New Paperback 
Brand new unread copy.

The April 2002 issue of Dragon Magazine  includes the following articles:

  • "Adding Insult to Injury," by Robin D. Laws, pp. 58-62. Wisecracks are no joking matter. Includes new feats based on Wit.
  • "Artifacts of Oerth," by Allan Grohe and Erik Mona, pp. 92-97. Instruments of the gods. Major artifacts and how to use them in a Greyhawk campaign.
  • "Bazaar of the Bizarre: Relics of the Faith," pp. 74-79. Specific magic items for the gods of Greyhawk .
  • "Bazaar of the Truly Bizarre: Rummage Sale," by Ed Stark, pp. 80-82. Humorous items that are balanced for regular play.
  • "Beings of Power: Four Gods of Greyhawk," by David Noonan, pp. 27-33. Greyhawk. Provides Deities & Demigods stats for Iuz, Pholtus, Rao, and Tharizdun. Also includes the Madness and Force domains and new spells.
  • "Class Acts: The Nightsong Infiltrator," by Monte Cook, pp. 66-67. Experts in breaking into "secure" areas, the nightsong infiltrator is the perfect thief and the perfect spy.
  • "Elminster’s Guide to the Realms: The Leaning Tree," by Ed Greenwood, pp. 70-73. Forgotten Realms. A trailside camp near Spiderhaunt Wood.
  • "Faiths of Faerûn: The Green Hunter," pp. 68-69. Forgotten Realms. A secretive group operating in the jungles of Chult.
  • "The Play’s the Thing: There and Back Again," by Robin D. Laws, pp. 102-103. Keeping a log to help you remember what happened.
  • "Ramming Speed," by David Noonan, pp. 34-51. Vehicle combat rules.
  • "Silicon Sorcery," pp. 104-106. Spells from Nightcaster and magic items from Neverwinter Nights.
  • "The Windsinger," pp. 52-53. A sailor who can conjure the winds.
  • "Words to Live By," by Robin D. Laws, pp. 54-57. Catchphrases to distinguish your PCs.
 
Price: 4.64 USD
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67 Dragon Magazine #297 Epic Play Editor-Jesse Decker; Editor-Matthew Sernett; Editor-Stacie Fiorito; Editor-Erik Mona
Paizo Publishing 2002 Mass Market Paperback New Mass Market Paperback 
Brand new unread copy. Dungeon tiles poster still attached.

The July 2002 issue of Dragon Magazine includes the following articles:

  • "Champions of Vengeance: Knights of the Chase," pp. 92-96. Living Greyhawk. Fanatical followers of Trithereon the Summoner, Oerth's god of individuality, liberation, retribution, and self-defense.
  • "Children of the Cosmos," pp. 62-66. Eight new planetouched races, including the axani, cansin, dust para-genasi, ice para-genasi, magma para-genasi, ooze para-genasi, smoke para-genasi, and steam para-genasi.
  • "Class Acts: The Master of the Secret Sound," pp. 78-79.
  • "Elminster's Guide: The Talntower," pp. 86-89. Forgotten Realms. A dwarven water-work in the Sword Coast North.
  • "Guild Secrets: The Flame of Destiny," pp. 80-84. An epic organization that watches over the "threshold" between epic and non-epic characters.
  • "Relics of Myth," pp. 40-50. Epic magic items inspired by the real world. Includes the Codex Hammer (by da Vinci), Crocea Mors, the Crystal Skulls of Doom, the English Regalia, the First Folio, the Hope Diamond, the Lamentation Stone of the Taj Mahal, Rabbi Loew's Golem, the Rosetta Stone, the Sphinx, the Stone of Destiny, Stonehenge.
  • "Rival the Gods," pp. 52-61. Epic prestige classes, including Arcane Lord, Master of the Order of the Bow, Perfected One, Stalwart Warden, Unholy Ravager, World Guardian.
  • "Sentinels of the Shoal," pp. 25-36. New epic spells, feats, and prestige classes. Includes two secret societies to introduce epic-level play. Ties in with "The Razing of Redshore" in Dungeon #92.
 
Price: 5.67 USD
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68 Shakespeare's The Tempest (Cliffs Notes) by Hillegass, L. L. Editor-L. L. Hillegass
Cliffs Notes 1989-05 0822000830 Paperback Used: Good Paperback 
Stains on bottom, otherwise clean pages. 
Price: 0.01 USD
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69 Private Life in the Fifteenth Century: Illustrated Letters of the Paston Family Editor-Roger Virgoe
Weidenfeld & Nicholson 1989-10 1555842704 Hardcover Collectible: Like New 
Hardcover. First American edition. Pages crisp and clean. DJ crisp.  
Price: 11.95 USD
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70 Pathfinder Society Field Guide (Pathfinder Campaign Setting) Erik Mona
Paizo Publishing, LLC. 2011-08-16 1601253052 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Make History!

The Pathfinder Society is an eccentric organization of adventurers, explorers, and scholars with agents spread across Golarion and beyond. While members are expected to be fairly self-sufficient, the organization's leadership knows that those equipped with the knowledge and gear to face the challenges of the job are most likely to survive to bring back priceless treasures and to fill the Pathfinder Chronicles with tales of their daring exploits.

The Pathfinder Society Field Guide breaks down what it means to be a Pathfinder and gives players and GMs tools to build characters and campaigns around the illustrious organization. In addition, all content within this book is 100% legal for use in the world-spanning Pathfinder Society Organized Play campaign.

 Within this 64-page book, Pathfinders will find:

  • An overview of Absalom, City at the Center of the World, where the Pathfinder Society keeps its headquarters
  • Details on 10 factions within the Pathfinder Society, and the benefits available to those agents loyal to each
  • New archetypes for Pathfinders of all three branches of the organization: the Scrolls, the Spells, and the Swords
  • A complete field guide covering threats to Pathfinder agents, as well as suggestions on building PCs prepared to face them
  • Rules for day jobs and professions, property, followers, and other ways to customize your character
  • A system for turning characters' fame and prestige into valuable in-game rewards
  • Dozens of new spells, magic items, specialized adventuring tools, and more!

The Pathfinder Society Field Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

 
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71 The Dresden Files RPG: VOL 2: Our World Evil Hat Productions with Jim Butcher
Evil Hat Productions 2010 0977153487 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Step Into Our World

We are wizards, cops, mechanics, werewolves, doctors, fairies, mobsters, reporters, holy warriors, and vampires.

We call upon the dark powers of the Never never -- or the darkness in human nature. We are the monsters living next door or lurking behind a friendly face.

This is the Dresdenverse.

This is Our World.

This volume of The Dresden Files RPG gives you extensive detail on the factions, creatures, foes, and allies of the Dresdenverse. You'll find over 200 creatures and characters complete with all the information you'll need to bring them into your own game, as well as a detailed chapter on modern-day Occult Chicago by Kenneth Hite, and an original short story by Jim Butcher.

Together with Volume One: Your Story, The Dresden Files RPG: Our World gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher's Dresden Files series!

 
Price: 30.38 USD
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72 Endless Night (Pathfinder Second Darkness Adventure Path #4) F. Wesley Schneider
Paizo Publishing, LLC. 2008-12-10 1601251297 Paperback New Paperback 
Brand new unread copy.

The Underworld Awaits!

Far below the world of light, a cavity of unspeakable evil spreads an ancient hatred through the darkness. From their city of Zirnakaynin the dark elves rule an empire of lies and dark magic. Already their foul ambitions grasp for the world above, threatening a cataclysm beyond reckoning and the advent of a second Age of Darkness. Only by taking on the disguises of dark elves themselves and invading the capital of the drow can the PCs discover their enemies' true faces and put an end to their world-shattering plot. But what hope for survival can natives of the surface have in a merciless realm of endless night?

This volume of Pathfinder includes:

  • "Endless Night," an adventure for 9th-level characters, by F. Wesley Schneider
  • An exploration of Zirnakaynin, the sunless city of the drow, with revelations on its cruel residents and ruthless rulers, by F. Wesley Schneider
  • Secrets of the perverse drow art of fleshwarping and the terrifying abominations born of this mad science, by J.D. Wiker and Darrin Drader
  • Eando Kline reawakens an evil that could jeopardize all of Golarion in the Pathfinder�s Journal, by Jay Thompson
  • Five new monsters by Jonathan Drain and F. Wesley Schneider

For characters of 9th to 11th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.

 
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73 Classic Horrors Revisited (Pathfinder Chronicles) F. Wesley Schneider
Paizo Publishing, LLC. 2010-03-03 1601252021 Paperback New Paperback 
Brand new unread copy.

Things from Beyond the Grave

Born of myth, legend, and even modern film and literature, monsters such as the mummy, vampire, werewolf, and zombie are the stuff of nightmares and frequent foes of heroic adventurers! Along with flesh golems, gargoyles, ghosts, ghouls, hags, and the mysterious derro, these ten monsters are staples of horror fiction and the bane of countless would-be heroes.

This 64-page book explores the origin of these creatures (in both the game world and real-world history), as well as their creation, habitat, society, motivations, and role in a campaign. Each creature also includes information on new and deadly creature variants, such as nosferatu vampires, corpse chill mummies, gemstone gargoyles, host corpse zombies, and phantasmagoric ghosts. What's more, each chapter provides several new and notable examples of each creature, as well as a fully statted and ready-to-run sample monster, whether it's a flesh golem barbarian, a derro magister, a ghoul necromancer, a hag water-witch, or a lycanthrope-hunting werewolf.

Whether your campaign is a standard fantasy monster hunt, a gothic romance, or an exercise in terror, Classic Horrors Revisited provides both historical insight and fresh new spins on these traditional icons of fear!

 
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74 Mansions of Madness (Call of Cthulhu) Fred Behrendt; Illustrator-Sam Inabinet; Illustrator-Carol Triplett-Smith
Chaosium 1990-07 093363563X Paperback New Paperback 
2007 REPRINT. Brand new unread copy in original shrinkwrap.

Six Classic Explorations of the Unknown, the Deserted, and the Insane

Where the Sane Fear to Tread

In dim, forgotten recesses of the world lurk mind-twisting horrors. Through the use of human agents these horrors work to thwart mankind's destiny.

However, not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends, rather than gross displays of sheer destruction.

Andrew Keetling is one such unwilling agent. A successful Boston businessman, he has disappeared -- held captive in a mansion of madness.

Mansions of Madness is a collection of six independent tales for Call of Cthulhu. Set in the 1920s and of varying lengths and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night; others will require several evenings to complete. They can readily be used as plot twists, interesting diversions, or red herrings.

 
Price: 15.19 USD
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75 Trail of Cthulhu: Arkham Detective Tales Extended Edition Gareth Hanrahan
Pelgrane Press 2010 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Down these mean streets no man should go...

Cyclopean skyscrapers, bizarre cults, strange foreigners and eerie alleyways -- the city of New York stands on the threshold between the modern age and the Mythos. No-one in the NYPD speaks of it, but everyone knows that certain neighborhoods are to be left alone and that there are worse things than criminals in the shadows. Only the foolhardy or the desperate follow the trail down these haunted streets.

A new extended edition with fully updated content and a brand new adventure set in Arkham. This volume includes five labyrinthine and spine-chilling mysteries for your Trail of Cthulhu investigators!

  • The Kidnapping: An infant has been snatched from the cradle. Can the investigators track down the kidnappers before the parents are forced to pay the ransom?
  • The Book: Two men die under similar circumstances within a day of each other, victims of a serial killer that stalks New York. As the investigators delve into the mystery, they discover the perils of learning too much.
  • The Wreck: The tramp steamer Star of Mauritius is discovered drifting in the harbour. Her crew are all dead or missing. What secrets lie within her rusting hull?
  • Return to Red Hook: Thomas Malone led the police into the slums of Red Hook ten years ago, and dozens of officers died there. Now, the horror at Red Hook has returned, and once again New York's finest must risk their lives amid the crumbling bricks tenements.
  • NEW! The King's Men: Detective Thomas Talby commits suicide under suspicious circumstances. Papers found among his belongings put the investigators on a trail that leads to historic Arkham and the dangerous Miskatonic Island cult.

The Investigators are law enforcement agents and their civilian consultants, answerable for their actions, but will the full force of the law be enough to stem the tide of the Mythos?

 
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76 The Laundry RPG Core Rulebook Gareth Hanrahan; Jason Durall; John Snead
Cubicle 7 Entertainment Ltd 2010-08-10 1907204938 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

CAPITAL LAUNDRY SERVICES -- WHAT NEEDS TO BE CLEANED UP?

There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Al-Hazred glimpsed them, John Dee summoned them, HP Lovecraft wrote about them, and Alan Turing mapped the paths from our universe to theirs. The right calculation can call up entities from other, older universes, or invoke their powers. Invisibility? Easy! Animating the dead? Trivial! Binding lesser demons to your will? Easily doable!

Opening up the way for the Great Old Ones to come through and eat our brains? Unfortunately, much too easy.

That's where the Laundry comes in -- it's a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth (and more particularly, the UK). You work for the Laundry. The hours are long, the pay is sub-par, the co-workers are... interesting (in the Chinese curse sense of the word), and the bureaucracy is stifling -- but you do get to wave basilisk guns and bullet wards around, and to go on challenging and exciting missions to exotic locations like quaint, legend-haunted Wigan, cursed Slough and Wolverhampton where the walls are thin.

You may even get to save the world.

Just make sure you get a receipt.

THE LAUNDRY roleplaying game is based on the award-winning Laundry series (The Atrocity Archives, The Jennifer Morgue, The Fuller Memorandum) by the even-more-award-winning Charles Stross, and uses the also-award-winning BASIC ROLEPLAYING SYSTEM (CALL OF CTHULHU).

In this book, you'll find:

  • Computational demonology, summoning extradimensional horrors, and three ways to use a shotgun to banish alien monsters.
  • A history of the Laundry and the other occult intelligence agencies
  • Classified briefings on known threats and monstrous horrors
  • Streamlined rules for character creation, investigation and combat
  • Three ready-to-play missions
 
Price: 30.38 USD
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77 Mind of the Cat by Brodsky, Gary Gary Brodsky
Borders Press 1991-02 0681410892 Hardcover Used: Good Hardcover 
Sticker stains on back of DJ. Crisp, clean pages. 
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78 Blood Brothers 2 (Call of Cthulhu Non-Mythos) Geoff; Ho, Kathy; Rowland, Marcus; Monroe, John B. Gillan
Chaosium Inc 1992 0933635915 Paperback Used: Very Good Paperback 
Light staining on covers. Browning inside covers. Crisp, clean pages. No remainder mark.

9 One-Night Adventures, a Movie Poster for Each
Special Characters Provided

A blood-fest!

Featuring:

  • D.O.A. 2
  • Simply Red
  • An Alien Kicked Sand in My Face
  • Chateau of Blood
  • El Tigre, y la Piramede de Destruccion
  • Nightmare in Silence
  • Carnival Knowledge
  • Alive and Kicking
  • The Evil Gun

9 terrifying tales for use with the Call of Cthulhu roleplaying game. Each tale explores a horror genre depicted on the Silver Screen, and is specially constructed to be completed in one or two evenings.

 
Price: 3.94 USD
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79 Thousand Fangs Below (Serpent's Skull Adventure Path #5) Graeme Davis
Paizo Publishing, LLC. 2011-02-15 1601252765 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Into the Viper's Nest

All the danger of Saventh-Yhi, the jungle city lost from the modern age, pales before the terrors that lurk below its shattered streets. Beneath the ancient ruins rots a realm of darkness and monsters over which Saventh-Yhi long stood guard. Into the eternal night of that realm below the adventurers delve, coming face to face with the degenerate inheritors of a lost empire, fiend-worshiping denizens of the dark, and the zealots of a decapitated god, all in the hope of saving Eando Kline, one of the greatest explorers the world has ever known. But even if they can manage to free Eando, will the PCs be able to escape his captors, the fanged legions of the serpentfolk?

This volume of Pathfinder Adventure Path includes:

  • "The Thousand Fangs Below," a Pathfinder RPG adventure for 13th-level characters, by Graeme Davis
  • A foray into the mysterious realm of Ilmurea, a ruined city of dark magic and deadly poison, by Clinton Boomer
  • A glimpse into the fractured mind of Nethys, god of magic, by Sean K Reynolds
  • Jungle justice in the Pathfinder’s Journal, by Robin D. Laws
  • Four new monsters of the jungle, by Jesse Benner and Sean K Reynolds.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 13.29 USD
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80 TORG: Crucible of Pain (TORG Roleplaying Game) Greenberg, Dan
West End Games 1991-01-01 0874313228 Paperback Used: Very Good Paperback 
Whitening on cover edges, heavier along spine. Price tag on back cover. Crisp, clean pages. No remainder mark.

A beautiful young woman at the mercy of a madman... a creature from Orrorsh that preys on fear ... a Nile experiment gone horribly wrong, which threatens all with a fate far worse than death.

These are the ingredients mixed in the crucible of pain that is the Heritage Institute. There a woman struggles for her sanity against a maniacal "weird scientist" who plans to drive her to the edge... and beyond. But Storm Knights who come to her aid are plunged into the nightmare that is the "Nowhere Lands" -- mini-versions of the six realms, each ruled by a being as evil as the High Lords themselves. And behind it all, there lurks the Wasting Spirit...

Crucible of Pain introduces a new concept in roleplaying. Players and gamemaster read the first part of the short story, then run the adventure, and then come back for the exciting conclusion of the story. Powerful fiction and a terror-filled adventure combine for the gaming experience of a lifetime!

This supplement is designed as a companion to Torg: Roleplaying the Possibility Wars. You need the boxed game to play. It introduces players and gamemasters alike to the universe of Torg, where realities overlap and anything is possible.

For up to six players and a gamemaster.

 
Price: 7.57 USD
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81 Witchwar Legacy, The (Pathfinder Module) Greg A. Vaughan
Paizo Publishing, LLC. 2010-10-05 160125279X Paperback New Paperback 
Brand new unread copy.

A wintry wilderness and dungeon adventure for 17th-level characters.

Entombed in the Ice

The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes.

Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures. Will the PCs follow Elvanna, the current queen of Irrisen, in her attempt to recover the Torc, or will they join forces with the demon lord Kostchtchie? What secrets does the Veil of Frozen Tears conceal? Can the PCs reclaim the lost artifact and keep it from those who also seek its power, or will they fall victim to the denizens of the tomb and end up as eternal guardians themselves?

The Witchwar Legacy is an adventure for 17th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure features an icy necropolis frozen in time, cursed dragons, twisted giants, and the fell magics and devious riddles of the Queen of Witches herself! It also includes a description of the frost giant fortress of Holvirgang, and a new monster, the extraplanar scions of the titans called the Abyss gigas.

This adventure is set in the northern reaches of the wintry land of Irrisen in the Pathfinder campaign setting, but can be easily adapted for any game world.

 
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82 Wake of the Watcher (Pathfinder Carrion Crown Adventure Path #4) Greg A. Vaughan
Paizo Publishing, LLC. 2011-06-15 1601253117 Paperback New Paperback 
Brand new unread copy. No remainder mark.

The Stars Are Wrong

No one goes to Illmarsh. An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances, misshapen shadows, and sacrifices to things terrible and forgotten. But when the trail of the death cultists known as the Whispering Way leads to Illmarsh, it's up to the PCs to learn the secrets of the sickly village. There they'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? Or will they be the next victims of the horror from beyond the stars?

This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:

  • "Wake of the Watcher," a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs
  • A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan
  • Laurel Cylphra's discovery that the dead aren't the only dangers in Ardis in a new entry into the Pathfinder's Journal, by F. Wesley Schneider

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 14.24 USD
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83 Night of Frozen Shadows (Pathfinder Jade Regent Adventure Path #2) Greg A. Vaughan
Paizo Publishing, LLC. 2011-10-04 1601253664 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Ninja versus Vikings!

A faceless menace stalks the viking empire. For decades a sinister band of assassins has watched and waited, hiding among the rugged people of Kalsgard, capital of the fierce Lands of the Linnorm Kings. In all this time their mysterious prey has lain hidden away, but no longer. With their quarry revealed, death stalks the streets of a city of hardy warriors and viking raiders. Having traveled from distant lands to this notorious city, the heroes prepare to take their first steps on an expedition into some of the world's most ferocious wilderness. Yet nothing is ever easy in dangerous Kalsgard, and soon they find themselves targeted by mysterious assassins. Can the heroes defend themselves and their friends from the blades of supernatural killers? Or will they meet their ends amid the ice and snow?

This volume of Pathfinder Adventure Path includes:

  • "Night of Frozen Shadows," a Pathfinder RPG adventure for 4th-level characters, by Greg A. Vaughan.
  • A trek through the crowded and deadly streets of Kalsgard, frigid capital of the Lands of the Linnorm Kings, by Matthew Goodall.
  • Insights into the ways and worship of the goddess Shelyn, deity of beauty, love, and music, by Sean K Reynolds.
  • Murder and mystery in the Pathfinder's Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner and Sean K Reynolds.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

 
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84 Vaults of Madness (Serpent's Skull Adventure Path #4) Greg A. Vaughan
Paizo Publishing, LLC. 2011-02-08 1601252757 Paperback New Paperback 
Brand new unread copy. No remainder mark.

This Way Lies Madness

The PCs are now the masters of the lost city of Saventh-Yhi—or are they? For no sooner is the city won than the mighty Gorilla King and his simian followers come to take it for their own. At the same time, the PCs learn of a missing Pathfinder imprisoned in a subterranean city beneath their new holding. Before they can rescue him, however, the PCs must venture into seven ancient vaults to find the entrance to the hidden city. Can they survive the dangers of these strange constructions, or will they succumb to madness first?

This volume of Pathfinder Adventure Path includes:

  • "Vaults of Madness," a Pathfinder RPG adventure for 10th-level characters, by Greg A. Vaughan.
  • A dozen deadly new traps, by Gareth Hanrahan.
  • An ecology of the terrifying ape-men known as the charau-ka, by Gareth Hanrahan.
  • Demon birds and enraged apes in the Pathfinder’s Journal, by Robin D. Laws.
  • Five new monsters of the jungle, by Jesse Benner and Jason Nelson.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
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85 The Varnhold Vanishing (Pathfinder Kingmaker Adventure Path #3) Greg A. Vaughan
Paizo Publishing, LLC. 2010-06-15 160125234X Paperback New Paperback 
Brand new unread copy.

Vanished Without a Trace!

The Stolen Lands consume many wanderers; the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations, old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land?

This volume of Pathfinder Adventure Path includes:

  • “The Varnhold Vanishing,” a Pathfinder RPG adventure for 7th-level characters, by Greg A. Vaughan.
  • A gazetteer of Iobaria, frigid land of savagery and fallen empires, by Steven Schend.
  • Six new sites of adventure and mystery to expand your Kingmaker campaign, by Ed Greenwood.
  • A new Pathfinder’s Journal in which Pathfinder Ollix Kaddar and Phargas discover the price of gallantry, by J. C. Hay.
  • Five new monsters, by Ed Greenwood, Colin McComb, F. Wesley Schneider, and Neil Spicer.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 14.24 USD
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86 Mother of Flies (Pathfinder Council of Thieves Adventure Path #5) Greg A. Vaughan; Dave Gross; Sean K Reynolds
Paizo Publishing, LLC. 2010-02-17 1601251998 Paperback New Paperback 
Brand new unread copy.

The Flies Have It!

Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin?

This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:

  • "Mother of Flies," a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds
  • An investigation of the methods and organization of thieves' guilds, by Kevin Carter
  • Varian and Radovan uncover a diabolical plot in the Pathfinder's Journal, by Dave Gross
  • Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider

A Pathfinder Roleplaying Game adventure for characters of 9th to 11th level.

The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 13.29 USD
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87 TORG: Space Gods (TORG Roleplaying Sourcebook) Greg Farshtey; Greg Gorden; Ed Stark; Jim Bambra
West End Games 1991-11-01 0874313244 Paperback Used: Very Good Paperback 
Light whitening on cover edges. Small bend bottom of right front cover. Light spine crease. Very light browning to page edges, otherwise clean. No remainder mark.

The Sourcebook of Science-Fiction Reality

They have come from beyond our cosm,
But do they bring Earth's salvation... or its ultimate doom?

The Possibility Wars spread across the face of Earth in the Near Now, twisting and transforming our reality into that of someplace else.

Now the message sent by the lighting of the Signal Fire has been answered by benign beings from beyond our cosm. They call themselves the Akashans, but to the ancient Incans, they were the "Space Gods," visitors from the skies who led the South American Indians to greatness before disappearing.

They bring with them incredible psionic powers, powerful biotechnology, and a strange new method of spreading reality which could spell the end of the Possibility Wars. But they did not come to help us -- instead they seek our aid against a menace so dire it threatens the very existence of their cosm..

And they have brought this peril with them to Earth....

A Companion Volume to the Torg Roleplaying Game

The Space Gods sourcebook is part of Torg, an epic game of adventure, magic, and altered reality. This volume describes the science-fiction reality of the Akashan realm, where biotech, psionics, and non-invasive reality combine to make a unique campaign setting. It features source material on the Akashans, the Comagahaz plague, the Star Sphere, and the realm. Included in gamemaster material on biotechnology, psionics, Akashan reality mechanics, world laws, locations, creatures, and new character templates.

 
Price: 14.24 USD
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88 TORG: High Lord of Earth (TORG Roleplaying Game) Greg Farshtey; Paul Murphy
West End Games 1991-01-01 0874313139 Paperback Used: Like New Paperback 
Spine crease. Small bend upper left hand corner of book. Crisp, clean pages. No remainder mark.

The Near Now. As the Possibility Wars rage across the globe, Storm Knights valiantly battle the High Lords of the six invading realms. Now a new threat has arisen -- one which may lead to the creation of a deadly seventh realm, and the final doom of Core Earth.

Malcolm Kane, mass murderer and former servant of the Gaunt Man, has discovered the location of the Core Earth Darkness Device. With its power at his command, he can join the ranks of the High Lords and rule a new realm, one patterned after the bloody Aztec Empire of long ago.

Core Earth's only hope is a group of Storm Knights on the trail of Kane. Challenged by menaces from the past and the present, tempted by the power of the Darkness Device, only they can prevent the destruction of Core Earth's reality.

From Central America to Mexico, the Knights pit their courage and strength against undead legions, ancient war gods, and finally the power of Kane and the Darkness Device in this thrilling adventure. Ahead of them lies their greatest victory -- or a devastating defeat that will change the course of the Possibility Wars for all time.

High Lord of Earth is an adventure for use with Torg: Roleplaying the Possibility Wars. You need the boxed game to play. It introduces players and gamemasters alike to the universe of Torg, where realities overlap and anything is possible.

For up to six players and a gamemaster.

 
Price: 6.62 USD
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89 Queenswrath (TORG Roleplaying Game Supplement) Greg Farshty; Jennifer Williams
West End Games 1990-01-01 0874313163 Paperback Used: Like New Paperback 
Light whitening on cover edges. Light spine crease. Small bend bottom left corner of back cover. Crisp, clean pages. No remainder mark.

"By Order of Pella Ardinay, Lady of the Light..."

So begins each of the documents called Queenswraths, proclamations calling all knights of honor to do battle with the forces of corruption and darkness on behalf of the Speaker of the People of Aysle. Only the most evil and powerful enemies of the magical realm find their names on these decrees. Do you have what it takes to undergo a quest for the Lady of the Light?

Throughout the realm of Aysle, from the shores of England to the fjords of Scandinavia, the servants of darkness continue their war of conquest and corruption. Lady Pella Ardinay stands as a bright light within the gathering darkness, calling the servants of good and honor to battle for the defense of the realm.

From agents of the Cyberpapacy operating in Oslo to monsters under Lord Uthorion's command rampaging in Ireland, from deadly skeleton cultists to warring faerie nations, Aysle has more than its share of the Possibility Wars' evil. And now Lady Ardinay is calling for help.

Queenswrath is full of adventure hooks set in the fantasy realm of Aysle. It comes complete with villains and their statistics, dreadful plans and plots against honor, and maps of important new locations. Pella Ardinay provides the quests -- you provide the Storm Knights and the courage to see them through!

Queenswrath is a supplement for use with Torg: Roleplaying the Possibility Wars. You need the boxed game to play. While the material in this supplement is set in Torg's Earth of the Near Now and the magical reality of Aysle, many of the situations and adventure ideas can be incorporated into other game systems.

 
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90 TORG: Central Valley Gate (TORG Roleplaying Game Adventure) Gregory W. Detwiler; Bill Smith
West End Games 1992-04-01 087431335X Paperback Used: Very Good Paperback 
Whitening on cover edges, heavier along spine. Price tag on back cover. Crisp, clean pages.

The Near Now: Welcome to Redside, stuck between the war fronts of the Living Land, Nippon Tech and Tharkold. This small town in California has managed to survive through persistence and determination, and a small arms factory. But now, the town has sent out a desperate plea for help, as rampaging biker gangs and edeinos tribes are slowly overrunning the area.

The Storm Knights have come to this small town to help its defense, but as soon as they enter the isolated Central Valley area, they learn of a potential new threat -- occult wizards from the horror realm of Orrorsh have constructed a gate to the Valley, and while it has transported Victorian soldiers, who knows what horrors have used the gate to spread misery beyond the boundary of Orrorsh?

It is up to the Storm Knights to save Redside from the outside forces that so desperately struggle for its destruction, while preventing hidden but lethal forces from gaining control of the town and its people.

Central Valley Gate is an adventure for us with Torg: Roleplaying the Possibility Wars. You need the boxed set to play. This adventure is for veteran characters. While the material in this supplement is set in Torg's Earth of the Near Now, many of the situations and adventure ideas can be incorporated into other game systems.

 
Price: 7.57 USD
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91 Halflings of Golarion (Pathfinder Player Companion) Hal Maclean & Amber E. Scott
Paizo Publishing, LLC. 2011-02-15 1601252781 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Think Small!

Since the birth of modern fantasy fiction, halflings have been the incongruous, pint-sized adventurers at the center of it all, constantly overlooked and dismissed by their enemies, only to end up overcoming all odds. Nowhere is this more true than in the Pathfinder campaign setting, where plucky and courageous halflings do their best to integrate into the societies of larger races, where they're frequently preyed upon by slavers and malicious employers. Yet despite such adversity, halflings maintain a notoriously positive outlook and an uncanny knack for being in the right place at the right time. Those who disregard halflings based on their size do so at their peril, for you never know when that smiling servant might slip your coins into his pocket -- or his knife into your back. Put some hair on your toes with this new Pathfinder Player Companion.

Inside this book, you’ll find:

  • Details on the halflings of Golarion -- their physical and mental traits, style of dress, famous curiosity and opportunistic luck, and more
  • An overview of halfling culture, including a history of halflings on Golarion, their traditions and coming-of-age rituals, and relations with other races
  • Descriptions of major halfling settlements and communities, and how they differ from nation to nation
  • Halfling religion, crafts, weapons, and other tools and disciplines that help keep them safe, plus an overview of the Bellflower Network, an underground organization working to free halfling slaves everywhere
  • New types of sling ammunition designed specifically to help take down larger foes, as well as new sling-related feats
  • The Halfling Opportunist prestige class, perfect for stealthy characters of all sorts
  • New halfling-specific traits for characters of any background
  • Rules for sacred keepsakes that aid in divine casting, halfling jinxes capable of infuriating and incapacitating foes, and more!

This Pathfinder Player Companion is set in the Pathfinder campaign setting and works best with the Pathfinder Roleplaying Game or the 3.5 version of the world’s oldest fantasy roleplaying game, but can easily be incorporated into any fantasy world.

 
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92 Dungeon Crawl Classics #53: Sellswords Of Punjar (Dungeon Crawl Classics) Harley Stroh
Goodman Games, Inc. 2008-09-24 0980129125 Paperback New Paperback 
Brand new unread copy.

Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King's ambitions threaten to unleash a horde of shadow-horrors upon Punjar's huddled masses.

You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar.

An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Aereth.

This is the first adventure in the Punjar saga. Look for Scions of Punjar and Thrones of Punjar to continue the saga!

 
Price: 9.48 USD
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93 Carrion Crown Poster Map Folio (Pathfinder Campaign Setting) Illustrator-Rob Lazzaretti
Paizo Publishing 2011-08-02 1601253060 Paperback New Paperback 
Brand new unopened copy in original shrinkwrap.

Trail of Terror

Stand against the denizens of the night in the Carrion Crown Adventure Path. In battles against dreaded vampire lords, brutal werewolves, and abominations from beyond space and time, you'll scour the breadth of the mysterious realm of Ustalav. The Carrion Crown Poster Map Folio is your lantern in the dreadful dark, charting your course through the entire campaign. Within this map folio, you'll find a huge 8-panel poster map of the country of Ustalav, along with four 4-panel poster maps of the gothic cities of Ardis, Caliphas, Karcau, and Lepidstadt, all major locations in Ustalav, the setting for the terrors of the Carrion Crown Adventure Path. Even if you aren't running the Carrion Crown Adventure Path, the maps inside can serve as the sinister surroundings for all manner of mysteries, murders, and macabre machinations in any RPG campaign. The shadows of Ustalav gather—dare you gaze within?

 
Price: 11.38 USD
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94 Foundation's Edge (Foundation Novels) Isaac Asimov
Del Rey 1983-10-12 0345308980 Mass Market Paperback Used: Very Good 
1983 printing. Whitening on cover edges, heavier at spine. Pages browning, otherwise clean.  
Price: 0.01 USD
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95 Memory of Darkness, A (Pathfinder Second Darkness Adventure Path #5) J.D. Wiker
Paizo Publishing, LLC. 2009-01-07 1601251300 Paperback New Paperback 
Brand new unread copy.

A Conspiracy of Shadows

With the end of everything looming among the stars, the time has come for decisive action among the races of the surface world. But old prejudices die hard, and not all in the elven nation of Kyonin believe the dire portents of doom from the heavens. Among the stoic court of the queen of the elves, lies and schemes run rampant, and some would rather see a second Age of Darkness than the revelation of their conspiracies. Can the PCs root out the corruption that festers inside the elven homeland and dare the demon-haunted forest that shelters a secret now threatening to destroy the entire world?

This volume of Pathfinder includes:

  • "A Memory of Darkness," an adventure for 12th-level characters, by J.D. Wiker.
  • A gazetteer of Kyonin, the mystery-shrouded homeland of the elves, by James L. Sutter.
  • A look into the clandestine secrets of the Church of Calistria, goddess of lust, revenge, and trickery, by Sean K. Reynolds.
  • A race to the headquarters of the Pathfinder Society puts Eando Kline at odds with a fellow adventurer in the Pathfinder's Journal, by Amber Scott.
  • Five new monsters by Mike Ferguson, James Jacobs, Hal Maclean, and Sean K. Reynolds.

Armed with the knowledge that an elven traitor supplied the drow with the magical means to call down the stars and devastate Golarion, the PCs arrive at the elven nation of Kyonin to find their claims falling on deaf ears. Courtly intrigue leads to a confrontation with a mysterious elven order called the Winter Council, deep in the demon-haunted shadows of the legendary forest known as the Tanglebriar. Yet one final tragic and horrific secret awaits them as they discover the true source of the dark elves' curse.

This volume of Pathfinder also features an exploration of the faith of Calistria (goddess of lust, revenge, and trickery), a gazetteer of the elven nation of Kyonin and demon-haunted Tanglebriar, a bonus adventure detailing the lair of a powerful demon, and several new monsters that lurk in this dangerous realm.

For characters of 12th to 14th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.

 
Price: 13.29 USD
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96 The River of Dancing Gods by Chalker, Jack L. Jack L. Chalker
Del Rey 1984-01-12 0345308921 Paperback Used: Good 
1st printing, 2/84. Heavy whitening on cover edges. Tiny bends to corners. Spine creases. Store stamp inside front cover. Name inside front cover. Pages heavily browning but otherwise clean.  
Price: 0.01 USD
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97 Body Language : First Impressions Jacqueline A. Rankin
Rankin File 1985-11-30 188771104X Paperback New Paperback 
Jaba printing, 1986. Brand new unread copy. No remainder mark. 
Price: 14.24 USD
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98 Dragon Empires Gazetteer (Pathfinder Campaign Setting) James Jacobs
Paizo Publishing, LLC. 2012-01-10 1601253796 Paperback New Paperback 
Brand new unread copy.

Enter the Dragon Empires

It is a land where honorable samurai wage war against devious ninja. Where the guardian spirits known as kami stand against the ravages of evil oni. Where the martial artists of a shattered empire strive to maintain their traditions against rising chaos. A land of jade and tea, of pride and treachery, of reincarnation, and vengeful ghosts. These are the lands of the Dragon Empires.

Dragon Empires Gazetteer presents the first exploration of the continent of Tian Xia, a vast realm on the opposite side of the world of Golarion from the Inner Sea region. Inspired by the fascinating myths and rich histories of numerous Asian cultures and traditions, the Dragon Empires can be either an exotic destination for world-traveling heroes from the far side of the world, or they can be the foundation of an entirely new campaign. Inside this book, you will find:

  • Details on over two dozen nations and regions of the vast continent of Tian Xia, including Minkai (a land under the rule of the notorious Jade Regent), Quain (a realm of martial artists and strange spirits), the Wall of Heaven (the world's largest and mountain dangerous mountain range), and Xa Hoi (an ancient empire ruled by a dragon king).
  • Rules for five new player character races (the fox-like kitsune, the reptilian nagaji, the spiritual samasarans, the crafty tengus, and the shadowy wayangs).
  • Details on the core 20 deities in the Dragon Empires.
  • A timeline of Tian Xia's long and eventful history. Information about Dragon Empires society, factions, and philosophies, the zodiac, languages and more!

Dragon Empires Gazetteer is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

 
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99 Humans of Golarion (Pathfinder Companion) James Jacobs
Paizo Publishing, LLC. 2010-06-15 160125315X Paperback New Paperback 
Brand new unread copy. No remainder mark.

Masters of the Realm

Brave, cunning, and adaptable, humanity dominates the countries of the Inner Sea. Discover the legendary history and secret ambitions of humankind, the most populous race of the Pathfinder campaign setting. With the potential to do anything they set their minds to, humans have become unrivaled heroes, infamous villains, and even deities -- and now the course of humanity's future is in your hands. Learn of the varied and distinctive ethnicities of humankind, from rugged Ulfen vikings and scheming Chelish diplomats to noble Garundi travelers and mysterious Tian merchants, and master the unique skills and traditions they use to face the dangers of a world that refuses to be tamed.

Humans of Golarion presents a player-friendly overview of the fantastical human cultures of the Pathfinder campaign setting, along with new rules and information to help players customize characters in both flavor and mechanics. Inside this book, you'll find:

  • Information on the physical traits, philosophies, traditions, histories, and cultures of humans -- the most populous race in the Inner Sea
  • Insights on each of Golarion's major human ethnicities, designed to help players create distinctive and exciting characters ready for any adventure
  • A detailed map charting the historical migration for the most common human ethnicities in the Inner Sea region
  • Revelations about Aroden, the fallen god of humankind
  • Notes on the lost empires of humanity, such as Azlant, Thassilon, the Jistka Imperium, Ancient Osirion, and more
  • New traits, spells, and weapons for each human culture

This Pathfinder Player Companion is set in the Pathfinder campaign setting and works best with the Pathfinder Roleplaying Game or the 3.5 version of the world's oldest fantasy roleplaying game, but can easily be incorporated into any fantasy world.

 
Price: 8.52 USD
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100 The Brinewall Legacy (Pathfinder Adventure Path Jade Regent #1) James Jacobs
Paizo Publishing, LLC. 2011-08-23 1601253613 Paperback New Paperback 
Brand new unread copy. No remainder mark.

The Path of Destiny

When a trove of fireworks falls into the hands of the goblins of Brinestump Marsh, the people of Sandpoint fear an explosive invasion. But there's more afoot in the soggy wilderness than goblin hijinks and dangerous pyrotechnics. An investigation reveals mysteries and menaces aplenty, but also a treasure holding the answer to not just one of Varisia's greatest mysteries, but a conspiracy spanning continents and empires. Can the adventurers piece together a puzzle that links the owner of a sleepy village tavern to the unsolved destruction of a fortress-settlement? And can they withstand the ancient forces and secret destiny that have waited for them for decades?

This volume of Pathfinder Adventure Path launches the Jade Regent Adventure Path and includes:

  • "The Brinewall Legacy," a Pathfinder RPG adventure for 1st-level characters, by James Jacobs
  • An exploration of the hinterlands surrounding the town of Sandpoint, a region that's anything but peaceful, by James Jacobs
  • A look into the mysteries of the oni, cunning fiends that can assume humanoid forms, by Mike Shel
  • Murder in a distant land in the Pathfinder's Journal, by Dave Gross
  • Four new monsters by James Jacobs and Tim Nightengale

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 13.29 USD
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